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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=255715</id>
		<title>v0.31:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=255715"/>
		<updated>2020-11-12T19:12:16Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255653 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:49 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require ten different bags. Seeds can be brought on embark, obtained by [[gather plants|gathering]] or growing the respective [[crops]], or by [[trading]]. When crops are eaten or used in [[brewing]], [[milling]] or [[plant processing]], they typically leave one or more plantable seeds. The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] in a [[kitchen]] will not produce seeds when plants are cooked, even under the limit.&lt;br /&gt;
&lt;br /&gt;
There is a cap for the number of seeds: once there are 200 seeds for one kind of plant, no seeds will be generated by either being eaten, or processed in a [[workshop]] that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent the player from buying extra seeds from traders.&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=255714</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=255714"/>
		<updated>2020-11-12T19:11:36Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255652 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:49, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:embark_prev.jpg|thumb|300px|Now strike the Earth!&amp;lt;br /&amp;gt;''Art by CB129'']]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagonful of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when [[Site finder|choosing a site]] are: the presence of aquifers, the availability of wood, ores, and soil, the climate, and your neighbors. There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location, in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] which are generally only available through [[trading]] with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axis for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. Metals count as &amp;quot;shallow&amp;quot; if they are within the first two stone layers, unless the biome is a Shallow Ocean (shows &amp;quot;little soil&amp;quot;) or a Sand Desert, in which case it counts the first five stone layers as &amp;quot;shallow&amp;quot;. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert. (Note that [[Utility:DFHack|DFHack]]'s ``embark-tools`` plugin can be used to add a sand indicator.) &lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get [[siege]]d by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v0.44.03--&amp;gt;&lt;br /&gt;
* [[Miner]]: Adequate Miner&lt;br /&gt;
* [[Woodworker]]: Novice Carpenter, Bowyer&lt;br /&gt;
* [[Woodcutter]]: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* [[Stoneworker]]: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* [[Jeweler]]: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* [[Fisherdwarf]]: Novice Fisherdwarf&lt;br /&gt;
* [[Fish cleaner|Fish Cleaner]]: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: the point data below was last updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in [[dog]]s and [[cat]]s, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the amount of available embark points when playing via [[DF2014:Advanced world generation|advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000. With DFHack, the command ``points [#]`` (with &amp;quot;[#]&amp;quot; being any number) will set the amount of available embark points to the specified number.&lt;br /&gt;
&lt;br /&gt;
====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
&lt;br /&gt;
At embark, all seven settlers begin with no rank in all skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list &amp;amp;ndash; including military &amp;amp;ndash; with the restriction that no single skill can be increased beyond 'proficient' (level 5). Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated, and since ranks cost points there is a further trade-off to be made against other uses of embark points. The current skill rank is shown to the left of the skill (e.g. Novice), while the point cost of the next rank increment is displayed at the right; novice rank costs 5 points and each subsequent rank costs one additional point (so Adequate costs 6 points, Competent costs 7 points, and so on). Reaching 'Proficient' thus costs a total of 35 points. The most expensive allocation is granting all settlers 'proficient' in two skills; this costs a total of 490 points, which is nearly a third of the total budget. By contrast, allocating each dwarf 'novice' in 10 skills costs only 350 points.&lt;br /&gt;
&lt;br /&gt;
Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s*&lt;br /&gt;
:* 2 Copper [[battle axe]]s*&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 10 + 5 units in 2 barrels) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
&lt;br /&gt;
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against [[kobold]]s and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
&lt;br /&gt;
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
&lt;br /&gt;
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
&lt;br /&gt;
====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot;.  [[Alcohol]] will come in a new barrel after every 5th unit.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s.&lt;br /&gt;
&lt;br /&gt;
Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.&lt;br /&gt;
&lt;br /&gt;
'''More Means Better... Right?''' - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with ''much'' more animals and supplies. This can be done in a few ways: The first way is entering the &amp;quot;advanced world generation&amp;quot; screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which '''can''' be set above 10,000. The third way is to simply use the &amp;quot;points&amp;quot; command if using [[DFHack]], once a world is generated.&lt;br /&gt;
&lt;br /&gt;
Back to the original question, does more mean &amp;quot;better&amp;quot;? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp Tutorial on how to embark]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=White_mountain_heather&amp;diff=255713</id>
		<title>White mountain heather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=White_mountain_heather&amp;diff=255713"/>
		<updated>2020-11-12T19:10:47Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255654 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:52, 11 March 2011 (UTC)}}{{grasslookup/0|wiki=Cassiope mertensiana}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''White mountain heather''' is a type of [[grass]] that grows exclusively in otherwise-inhospitable [[tundra]] and [[mountain]]ous [[biome]]s. It is indistinguishable from most other types of grass.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = volal onol bokbon | elvish = alire thele themiyi | goblin = uslun ngosla nganuz | human = mela thakom egesh}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cassiope mertensiana 9193.JPG|thumb|center|300px|Cassiope mertensiana.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stonegears/Living_area&amp;diff=255712</id>
		<title>v0.31:Stonegears/Living area</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stonegears/Living_area&amp;diff=255712"/>
		<updated>2020-11-12T19:10:32Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255655 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Back to the [[../|main tutorial page]]''&lt;br /&gt;
&lt;br /&gt;
 '''NOTE:''' Will refer to announcements about veins and clusters when a world and site has been generated/selected&lt;br /&gt;
&lt;br /&gt;
Continue the stairwell down X more levels beneath the carpentry workshop; you'll know you're there when you find ____ instead of sand and clay. Pause when you get there.&lt;br /&gt;
&lt;br /&gt;
==Mining through rock==&lt;br /&gt;
You probably (though not necessarily)  have one or two pieces of ____ lying on the stairs.  When your dwarves mine through rock (or anything but soil) there's a chance instead of making what they dig through entirely disappear, it'll only ''mostly'' disappear, leaving behind a chunk which is small enough for your dwarves to easily walk around.  Your miners are more likely to leave behind a chunk the more [[experience]]d at mining they are, and they become more experienced the more the mine.  After a while your miners will be so experienced that they'll be leaving behind massive piles of rock.  Unfortunately there's no way to turn this off.  Fortunately there's lots of things to do with all the rock.  Unfortunately, there'll ''still'' be a ton of rock left even after you use a lot of it.&lt;br /&gt;
&lt;br /&gt;
==Mason's workshop==&lt;br /&gt;
When you have your first chunk of stone, go back up to the level with the carpenter's workshop and set up a [[mason|mason's]] workshop ({{K|b}}-{{K|w}}-{{K|m}}), and make it out of rock.  Then go to the jobs [[manager]] ({{K|u}}-{{K|m}} or {{K|j}}-{{K|m}}) and order ({{K|q}}) five rock [[table]]s and five rock [[throne]]s (chairs are called &amp;quot;thrones&amp;quot; when made from rock).  You should set the workshop's profile to only let proficient mason's use it, since the same [[labor]] is used both for the masonry workshop and building [[wall]]s, and you don't want unskilled wall builders to use the workshop.&lt;br /&gt;
&lt;br /&gt;
==Living area design==&lt;br /&gt;
Back at the bottom of the stairs, designate for digging a three wide west-eat hallway, with a 7x7 [[dining room|dining hall]] to its north and a 7x7 food storage area to the south, with a 3x3 kitchen tacked onto the storage area (though keep them disconnected from the hallway so they won't be dug out yet):&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
To the west of the dining hall designate for digging ten [[bedroom]]s joined by a two tile wide north-south hallway, five bedrooms on either side.  An easy way is to make a bunch of 1x3 bedrooms, which is basically just a series of 1x8 tunnels split in the middle by the hallway:&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
It might seemed cramped, but it's plenty enough for a dwarf.  If you want to give them some more room, a series of 2x2 bedrooms with a 1x1 doorway can be used:&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
Once the bedrooms are dug out you can connect up the dining hall designation to the hallway to let the miners dig that out, and while they're doing that you can place beds into the bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Placing and setting up beds==&lt;br /&gt;
To place a bed, enter the building menu with {{K|b}}, then selected beds with {{K|b}}.  Move the X cursor with the arrow keys to the back of one of the bedrooms and press {{K|Enter}}. (It doesn't matter if there's a chunk of rock there, your dwarves will move it aside when putting the bed there).&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
This menu is pretty much identical to the one for placing workshops.  You can use {{K|x}} to list individual beds instead of grouping them by type of bed, in case you wanted to selected an individual bed (to select a particular [[quality]] of bed, or if you'd [[decoration|decorated]] one of them).    But right now that doesn't really matter, so use {{K|Enter}} to select any of them.  This will leave a highlighted bed where the cursor was, indicating an order for a bed to be placed, and will send you back to the building menu.  You can use {{K|b}} again to place more beds in more bedrooms.  If you try to place more beds than are available for placing, you'll be told {{DFtext|Needs bed|red}}, since you can't order a piece of furniture to be placed before it's been created.&lt;br /&gt;
&lt;br /&gt;
Once you've placed all the beds, use {{K|Esc}} to return to the main menu, unpause, let your dwarves move the beds into place, and pause again.  If you try to look at the beds with {{K|k}} it will simply tell you {{DFtext|Bed|cyan}}. This is because once a bed is installed the game treats it as a bed building made out of a bed item (the same goes for all other furniture, too).  Since it's a building you need to use {{K|t}} if you want to examine the item.&lt;br /&gt;
&lt;br /&gt;
Even though the beds have been installed, from the game's point of view there still aren't any bedrooms.  Use {{K|q}} to interact with the beds, move the cursor to select a bed, and use {{K|r}} to {{DFtext|Make Bedroom|white}}.  This will give you a field of flashing {{DFtext|X|cyan}}s and {{DFtext|X|DarkCyan}}s, which marks the area the bedroom will cover.  Use {{K|-}} to reduce the size of the room until it doesn't spill out into the hallway, then press {{K|Enter}}.  This will leave you in a menu which you can use to do things to the bedroom, but don't bother; once a bed has been turned into a bedroom, it will automatically be claimed by any dwarf that needs one.  Move the cursor to the other beds and turn them into bedrooms as well.&lt;br /&gt;
&lt;br /&gt;
A bed is all the bedrooms need for now.  You can later add a [[door]] and [[cabinet]] to each room (plus two more pieces of furniture if you used the larger bedroom design).&lt;br /&gt;
&lt;br /&gt;
==About rooms==&lt;br /&gt;
In Dwarf Fortress a [[room]] is an area defined from an installed piece of furniture.  Most rooms can be assigned to a dwarf, who will end up owning all of the floor, walls and buildings (including furniture) inside the room.  If a [[noble]] requires more furniture you can satisfy the requirement by placing the furniture inside any room assigned to that noble, since the noble will then wind up owning the furniture.&lt;br /&gt;
&lt;br /&gt;
Some types of rooms have a quality level, which is simply an indication of the monetary value of all the floor, walls and furniture/buildings in the room.  If the floor areas of different rooms overlaps it decreases the value of the rooms, which is why we shrunk the bedrooms until they didn't spill out into the hallway.&lt;br /&gt;
&lt;br /&gt;
==Dining hall==&lt;br /&gt;
When your miners finish digging out the dining hall area, connect up the storage area and kitchen designation to the hall so they can dig that out. Use {{K|b}} to get the building menu, and {{K|t}} and {{K|c}} to place the tables and chairs/thrones, starting with the chair/throne pair at the north:&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
:'''''NOTE''': The rocks strewn about the room are hidden from view to make the image clearer&lt;br /&gt;
&lt;br /&gt;
Use {{K|q}} to interact with the table at the north end of the room, use {{K|r}} to turn it into a dining hall, then use {{K|+}} to expand it until it covers the entire 7x7 area (spilling out into the hallway is okay), and press {{K|Enter}} to finish.  You don't need to do anything else to other tables or to the chairs/thrones, since all of the chairs/thrones and tables in the area you defined automatically count as part of the dining hall.&lt;br /&gt;
&lt;br /&gt;
==Food stockpile and item dumping==&lt;br /&gt;
When the 7x7 area south of the hallway is dug out, place a food [[../Stockpiles|stockpile]]‡ in it, altering it to not accept seeds, plants or drink (the seeds and plants go in the stockpile next to the farm plots, and the drinks can stay at the wagon for now).  You'll note that the some of the stockpile is covered by rocks left behind by the miners, and those parts of the stockpile won't be able to accept food.  We can get rid of them via [[dump]]ing.  There are two way to do this.  The first way is too go into look mode with {{K|k}}, move the cursor over each rock, and then use {{K|d}} to mark the rock for dumping, which will cause a {{DFtext|D|magenta}} to appear on the rock's line.  However, doing it this way is tedious.&lt;br /&gt;
&lt;br /&gt;
The second way is via designations, specifically the {{DFtext|Set Building/Item Properties}} designation.  Use {{K|d}}-{{K|b}} to get to that menu, then {{K|d}} to select {{DFtext|Dump Items|white}}.  Like for all designations, press {{K|Enter}} at two different corners of a rectangle, and all items in the rectangle will be marked for dumping, indicated by them being highlighted in {{DFtext|magenta|magenta}}.  You should mark for dumping the rocks left in the kitchen space south of the storage room, as well.&lt;br /&gt;
&lt;br /&gt;
Now all those rocks have been marked for dumping, but there's nowhere ''to'' dump them. We need to create a garbage dump [[activity zone]] to give the rocks somewhere to go.  From the main menu use {{K|i}} to enter activity zone mode, move the cursor to the hallway north of the storage room, and hit {{K|Enter}} twice to define a 1x1 zone (zone areas are laid out in the same manner as designations and stockpiles).  This will bring you immediately to the zone menu (since you both create/remove and interact with zones via the same mode, rather than creating via one mode and interacting via a different mode like with stockpiles).  The numbers in parentheses indicate the number of tiles in the zone which are suitable for that purpose.    Use {{K|g}} to make it a garbage dump, then {{K|Esc}} to exit zone mode.  You'll notice that there's no visible indication of a zone.  Zones are only visible during zone mode, unlike stockpiles, which are always visible.&lt;br /&gt;
&lt;br /&gt;
Unpause the game and your dwarves will begin carrying the rocks off to the garbage dump zone.  If you use {{K|k}} to look at the dumped rocks, you'll notice two things:&lt;br /&gt;
&lt;br /&gt;
# They're missing the {{DFtext|D|magenta}} that shows them as marked for dumping, since they have been dumped.&lt;br /&gt;
# Their names are bracketed by { }, indicated that they're [[forbid]]den, meaning that your dwarves won't use them for anything.&lt;br /&gt;
&lt;br /&gt;
You actually do want your dwarves to use these rocks, so you want to unforbid (reclaim) them.  While looking at them you could scroll through the list with {{K|-}} and {{K|+}} and press {{K|f}} for each one to reclaim it, but it's easier to do them all at once with designations.  From the main menu, {{K|d}}-{{K|b}} will get you to the same menu you used for dumping, but {{DFtext|Reclaim Items/Buildings|white}} will be selected by default, and the forbidden items will be highlighted in {{DFtext|lime green|LimeGreen}}.  Move the cursor over the pile of rocks and press {{K|Enter}} twice to reclaim all of them at once.  However, this will only reclaim those rocks already in the garbage dump, so you should wait for all of the rocks to be dumped before doing this.&lt;br /&gt;
&lt;br /&gt;
When all of the rocks have been dumped, use {{K|i}}-{{K|x}} to enter &amp;quot;remove activity zone&amp;quot; mode, move the cursor over the garbage dump, and press {{K|Enter}} twice to remove the garbage dump.&lt;br /&gt;
&lt;br /&gt;
==Further digging==&lt;br /&gt;
Designate for digging another set of ten bedrooms to the east of the dining hall, and then two more sets of ten to the west and east of the storage room:&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
This will give you bedrooms for up to 40 dwarves, and give you lots of pieces of rock to work with.  Once you get more than 40 dwarves, instead of making more bedrooms on this z-level, go down one level and duplicate the same layout down there.  This way the 41st through 80th bedrooms won't be any further away from the stairwell than the first 40.&lt;br /&gt;
&lt;br /&gt;
==Using hotkeys to move around your fortress==&lt;br /&gt;
You can use [[hotkeys]] to quickly move around to different locations in your fortress. Use {{K|h}} to access the hotkeys list:&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Gate|white}} is the name automatically given to the location of your [[wagon]].  {{DFtext|Zoom|cyan}} indicates that a zoom location is bound to the {{DFtext|F1|LimeGreen}} key.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|F2}} to select the {{DFtext|F2|LimeGreen}} hotkey for modificiation, use the movement keys to center on the middle of the living area, then {{K|z}} to make {{DFtext|F2|LimeGreen}} zoom to the location; you can now return to the living area simply by pressing {{K|F2}}.  Press {{K|n}} and enter a name like {{DFtext|Living|white}}, then press {{K|Enter}}.  Now a glance at the hotkeys screen will tell you which hotkey is used for which location.&lt;br /&gt;
&lt;br /&gt;
==Meeting area and drinking area==&lt;br /&gt;
We's set up places for the dwarves to eat and to sleep, but not for them for drinking or for just hanging out when they're on break or have nothing to do.  These aren't things that you need to explicitly set up, since dwarves drink straight out of the [[barrel]] wherever the booze barrels may be, and by default idle dwarves hang around the [[wagon]].  Still, there are advantages to manually setting them up.&lt;br /&gt;
&lt;br /&gt;
First, go back to the surface with {{K|F1}}, then use {{K|b}}-{{K|j}} to set up a [[cage]].  Move the cursor to ___ tiles south of the middle of the staircase and hit {{K|Enter}} twice to place the wooden cage the carpenter made.&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
Once it's installed, use {{K|q}} to interact with it, then {{K|r}}-{{K|Enter}} to turn it into a [[zoo]].  Your dwarves will now hang around the cage, even though the &amp;quot;zoo&amp;quot; has no animals.&lt;br /&gt;
&lt;br /&gt;
So, what purposes does this cage serve (besides being a place to hang out)?  First, it's a place where you can stick tame animals for which you currently have no use, since each animal that's walking around free makes the game the tiniest bit slower.  A single cage can hold an endless number of animals without overcrowding, and since animals don't need to urinate, defecate, drink or (for the most part) eat you can leave them unattended in a cage indefinitely.  However, some animals, like your ______ and ______, are [[pasture|grazers]] which need to eat [[grass]] to survive and will starve to death if kept in cages.&lt;br /&gt;
&lt;br /&gt;
The second purpose the cage serves is that a dwarf will get a happy [[thought]] if they see the type of animal they [[preference|prefer]] in a cage.  A happy thought which they won't get if they see the same animal running around free.  Yeah, dwarves are pretty messed up.&lt;br /&gt;
&lt;br /&gt;
Anyways, on to drinking.  Since dwarves will frequently visit the area around the cage we want to put a lot of booze close by, to reduce the distance they have to walk to the booze when the get thirsty.  As dwarves drink booze straight out of the barrel, this merely requires setting up a booze [[../Stockpiles|stockpile]]‡ (a food stockpile with only &amp;quot;Drinks&amp;quot; enabled).  You can just place a 7x7 stockpile so that the cage is at the center, since your dwarves can walk past stockpiled barrels without being hindered:&lt;br /&gt;
&lt;br /&gt;
 SCREENSHOT PLACEHOLDER&lt;br /&gt;
&lt;br /&gt;
==Next tutorial article==&lt;br /&gt;
[[../Crafts|Crafts]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Besides generating chunks of rock, we dug out the living area on this level rather than in the soil because the [[flux]] walls and floors make for more valuable rooms, and stone walls and floors (unlike soil) can be [[smoothed]] and [[engraved]] to increase the value further.&lt;br /&gt;
* By [[dump]]ing items onto a [[activity zone#Garbage_Dump|garbage dump]] you can store a limitless number of items on a single tile, while when using [[../Stockpiles|stockpiles]]‡ you can only store one item per tile (unless the items are consolidated into a [[container]]). Storing many items on a single tile this way is an [[exploit]] called [[exploit#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
* By default items on the surface (outside) won't be dumped.  To change that, you have to change the {{DFtext|Dwarves Ignore Refuse Outside}} standing [[order]] ({{K|o}}-{{K|r}}-{{K|o}}).&lt;br /&gt;
* You could set up your fortress to use a communal [[dormitory]] rather than individual [[bedroom]]s, which can be useful in situations where there's a shortage of [[wood]] to turn into [[bed]]s.  But when there's no wood shortage it's best to set up individual bedrooms, since dwarves get a happy [[thought]] from sleeping in their own bedroom, and also get more happy thoughts from owning their own [[furniture]].&lt;br /&gt;
* The walls separating the bedrooms from each other and from the dining/storage rooms aren't actually needed, since dwarves have no sense of privacy.  However, most players pretend that they do have some sense of privacy and design bedrooms accordingly.  Also, walls block [[room]] areas from expanding when defining a room, and so help to prevent rooms from overlapping each other (which would reduce the quality of the rooms).&lt;br /&gt;
* Dwarves will eat anywhere that there's [[table]]s and [[chair]]s, even if there isn't a [[dining room]] defined for them.  In the case of the communal dining hall you made, formally defining it as a dining room gives dwarves a happy thought when dining in it.&lt;br /&gt;
* When a dwarf passes next to or through a tile with an installed piece of [[furniture]], s/he might get a happy [[thought]] from admiring it.&lt;br /&gt;
* If you have a furniture stockpile set up it's possible to get a {{DFtext|No Bed|red}} warning when attempting to place a bed even though you do have some remaining uninstalled beds.  This happens because once a dwarf decides to haul a bed from the workshop to the stockpile it becomes unavailable for other use until it finally reaches the stockpile.  If you let the game run for a little longer the bed will arrive at the stockpile and you'll be able to place it.&lt;br /&gt;
* The game can slow down if your miners leave behind thousands of unused chunks of rock.  You can recover speed by destroying the rocks, either with an [[dwarven atom smasher]], or by dumping [[magma safe|non-magma safe]] rocks into [[magma]].&lt;br /&gt;
* The [[zoo]] is set on the surface to prevent your dwarves from developing [[cave adaptation]].&lt;br /&gt;
* If you have any zoos or [[sculpture garden]]s then your dwarves might organize [[party|parties]], which means they won't get any work done for a while. You can stop parties and free the partiers up for work by freeing the room designated from the [[cage]] or [[statue]] ({{K|q}}-{{K|f}}).&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron_man&amp;diff=255711</id>
		<title>Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron_man&amp;diff=255711"/>
		<updated>2020-11-12T19:10:20Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255656 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:42, 8 February 2017 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼[[iron]] [[statue]]☼ (worth 3000☼)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Iron men''' are dangerous and exceptionally rare inorganic creatures made out of [[iron]] who inhabit the third layer of the [[caverns]]. Like other inorganic construct creatures, they are non-sentient, [[No Pain|feel no pain]], fear or [[No Exert|exertion]], [[No Stun|cannot be stunned]] and don't need to breathe. They are as large as [[human]]s and are level 2 [[building destroyer]]s. Iron men are immortal and only die to violence.&lt;br /&gt;
&lt;br /&gt;
Iron men are not as tough as you'd expect, the reason being the fact they are actually hollow: they have an iron exterior layer and an interior gas layer, making them far more fragile than a fully metallic creature such as the [[bronze colossus]], and even [[dwarf]] nails can damage the iron. Iron men are unharmed by [[fire]] and [[magma]], but can be damaged by [[dragonfire]] just like regular iron items. Additionally, iron men are able to breathe a poisonous gas which causes a [[syndrome]] called &amp;quot;iron man cough&amp;quot;, consisting of coughing up [[blood]]. Dwarves with standard disease resistance will experience a peak in coughing shortly (100 [[time|time units]]) after infection, and will recover in less than a game day (1000 time units out of a full day's 1200 time units). These periods will vary according to the disease resistance of the infected dwarf, but the disease is not life-threatening. Unless, of course, [[thought|being sick]] is the straw that breaks the camel's back of your dwarf's [[insanity|sanity]].&lt;br /&gt;
&lt;br /&gt;
Upon death, iron men become a random masterwork iron [[statue]]. Parts like thumbs and noses removed from the creature during combat may be [[melt item|melted]] at a [[smelter]] in order to produce a small amount of iron.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] iron men for their ''stern appearance''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Iron_golem.png|thumb|center|300px|Admired for its ''stern appearance''.]]&lt;br /&gt;
&lt;br /&gt;
===Creature behavior and origin===&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Surprisingly, the Iron Man does not deplete your fortress' [[alcohol|booze]] supplies, nor does it woo nearly all of your female dwarves. On rare occasions humans who exhibit strange moods may sometimes turn into one of these. However, dwarves have been unable to duplicate this process, even given the finest workshops and crafting materials, leading most dwarven scholars to declare it impossible for a human to do so in a cave, with a box of scraps. !!EDIT!! The scholars are now running around naked, on account of losing a bet.&lt;br /&gt;
&lt;br /&gt;
It's unknown if the creature's metallic nature is a result of travelling through a magnetic field, or if it is capable of time travel. It will, however, still seek to fill your dwarves full of dread.&lt;br /&gt;
&lt;br /&gt;
Another amazing capability of the iron man is that just like the [[bronze colossus]], the iron man will nearly always polymorph into the form of another standard, non-randomly generated creature upon death, the post-death statue is almost never a statue of a man. Maybe the energy released upon death somehow shapes the iron into another creature's shape.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = datan udos | elvish = icori onino | goblin = dusna ngorûg | human = uzin abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_dissector&amp;diff=255710</id>
		<title>Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_dissector&amp;diff=255710"/>
		<updated>2020-11-12T19:10:14Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255657 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:53, 21 January 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Dissector&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Small animal dissection]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
| workshop = [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal dissector''' is a [[skill]] associated with the animal dissection [[labor]]. Animal dissectors make [[extracts]] from certain caged [[vermin]], either [[fire snake]]s, [[cave spider]]s, or [[phantom spider]]s, at a [[butcher's shop]], stored in a suitable [[vial]]). The [[skill|skill level]] of the dissector determines the speed at which the labor is completed, and the [[quality]] and material of the [[container]] used adds to the value of the final product. The vermin themselves must be caught in [[animal trap]]s by [[trapper]]s, and do not survive the extraction process.&lt;br /&gt;
&lt;br /&gt;
Animal dissection (along with the similar [[fish dissection]] skill) is only marginally more useful than [[cheese maker|cheesemaking]] in the current version of ''Dwarf Fortress''. The vermin the skill targets are one of many such species that trappers may catch, making them difficult to source in any applicable volume as there is currently no way to specifically target trapping jobs. Dissecting a fire snake produces [[liquid fire]], a [[trade good]] which is produced in stacks of five and worth a not-insignificant 500☼ in total; the other vermin produce [[venom]], which unfortunately cannot be applied to [[weapon]]s and thus also serves as a (less valuable) trade good.&lt;br /&gt;
&lt;br /&gt;
Once [[alchemy]] is implemented (and trappers are made to target specific species, and poisons are made to be reliable in [[weapon]] application), animal dissection will likely become a more useful skill for your dwarves to have.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=255709</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=255709"/>
		<updated>2020-11-12T19:10:02Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255658 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:54, 9 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then his most expert skill will be fish cleaning and he probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If he manages to survive and gain some combat skill, he'll be able to clean fish and kick butt at the same time. If he dies, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up your {{K|m}}ilitary screen. Press {{K|c}} to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish with {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
Press {{K|→}}{{K|→}} to move the menu selection over to the Candidates column and select the dwarf with the best fighting skills (or the best leadership ability) then hit {{K|Enter}}. Notice that as you scroll through dwarves that a few bits of relevant information about the currently selected dwarf will be shown in the upper-left part of the screen.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (He will appear as such in the nobles screen.) Once you select a dwarf for the first position, the highlight will automatically move to the second position. You can then use {{K|↑}} and {{K|↓}} to select the dwarf for this next position with {{K|Enter}}, and so on. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf.  Not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Queue up an [[armor stand]] or a [[weapon rack]] of some sort if you don't already have one.&lt;br /&gt;
&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Build your weapon rack or armor stand where you want your dwarves to train. Use {{K|q}} on the armor stand or weapon rack to define your training area as a [[barracks]]. Your squad should now be listed in the menu. Hit {{K|t}} to flag them to train there. You must flag them as being allowed to use the area for training or they will not use it.&lt;br /&gt;
&lt;br /&gt;
=== Alert Level ===&lt;br /&gt;
Hit {{K|s}} to open up the squad menu. Press {{K|a}} to select your squad from the list. Notice that toward the bottom of the window it will say {{DFtext|t: Sched - Inactive}}. This is the squad's '''alert level''' which indicates which [[scheduling|schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Inactive&amp;quot; basically says &amp;quot;do nothing&amp;quot;. To tell them to use the &amp;quot;Active/Training&amp;quot; schedule, press {{K|t}} and this should change to {{DFtext|t: Sched - Active/Training}}. (You can also change the alert level on the military screen with {{K|m}}-{{K|a}}.)&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{K|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat reports of the sparring (indicated by a cyan &amp;quot;S&amp;quot; on the left side of the screen).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train you will need to build one or more [[archery target]]s using {{K|b}}-{{K|A}}, define them as archery range rooms with {{K|q}}, and assign squads to train at them. Make sure to properly set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}} or the target may not work. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=255708</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=255708"/>
		<updated>2020-11-12T19:09:24Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255659 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:44, 5 May 2013 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''kitchen''' is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook prepared meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which drastically increases the [[food]]'s value (up to 100x). Cooked meals count as each of their ingredients for the purpose of satisfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish]], and [[plants]] will deter [[rot]], but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Lavish meals result in larger stacks of higher-value food. They take a bit longer to produce and result in less experience gained for your cook per ingredient. With a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Easy meals will give more experience per ingredient and result in twice as much hauling ''after'' cooking.&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress will be canceled if you disallow one of the cook's chosen ingredients. &lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol usually results in large stacks of prepared meals because alcohol typically has large stack sizes. It is assumed that since all dwarves have a [[preference]] for at least one type of alcohol, cooking with alcohol improves the chance of happy [[thought]]s from eating. Of course you need to ensure that you have enough alcohol left for your dwarves to drink; cooked alcohol does not count as drink.&lt;br /&gt;
&lt;br /&gt;
One (not really safe) method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a barrel (capacity 30) or [[pot]] (capacity 60). If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You can also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back in smaller stacks.&lt;br /&gt;
&lt;br /&gt;
Be aware that food that is not properly stored in a stockpile rots quite fast.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Prepared meals are excellent for [[trade]] since they are high-value, renewable/sustainable, easily transported, and easily sub-divided. A high-quality prepared meal stack can surpass all but [[artifact]], [[adamantine]], and heavily [[decoration|decorated]] items in total value.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook will greatly increase the value of raw ingredients. For example, cooking 10 plump helmets (total value 40) in a &amp;quot;Lavish Meal&amp;quot; will produce a stack of plump helmet roast with minimum value of 260. A modest cooking skill can easily double that value, while a legendary cook is theoretically capable of producing a total value of 3120, a 78x increase over the raw ingredients. &lt;br /&gt;
&lt;br /&gt;
Because of the way meal value is calculated, cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. As an example, cooking three single unit stacks of [[whip vine]] [[flour]] with a stack of 7 plump helmets yields a theoretical maximum value of 10,680 from a raw ingredient value of 103. &lt;br /&gt;
&lt;br /&gt;
The quality symbols shown in the name of a meal reflect the highest quality involved in its making, looking at the overall preparation as well as the mincing of each ingredient. With up to five jobs involved, monetary values of apparently same-quality meals can vary a lot, and a lower-quality meal can be more valuable than a higher-quality meal cooked from the same ingredients.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aye-aye_man&amp;diff=255707</id>
		<title>Aye-aye man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aye-aye_man&amp;diff=255707"/>
		<updated>2020-11-12T19:08:56Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255661 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:27, 2 February 2018 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Aye-aye men''' are [[animal people]] variants of the common [[aye-aye]] who can be found in [[savage]] [[tropical]] broadleaf [[forest]]s. They spawn in groups of 1-5 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] aye-aye men for their ''interesting fingers''.&lt;br /&gt;
[[File:aye_aye_man.png|thumb|200px|center|Cuter than the standard animal.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Red_pyrope&amp;diff=255706</id>
		<title>Red pyrope</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Red_pyrope&amp;diff=255706"/>
		<updated>2020-11-12T19:08:27Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255662 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:49, 26 July 2014 (UTC)}}&lt;br /&gt;
{{gemlookup/0|wiki=pyrope}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Red pyropes''' are semi-valuable [[gem]]s that can be found in [[metamorphic layer]]s as well as within [[kimberlite]].&lt;br /&gt;
&lt;br /&gt;
[[File:Pyrope.jpg|thumb|center|300px|Octagon cut red pyrope.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=255705</id>
		<title>Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=255705"/>
		<updated>2020-11-12T19:08:17Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255663 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:23, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| skill      = Metalsmith&lt;br /&gt;
| specialty  = Blacksmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = [[Blacksmithing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct [[furniture]]&lt;br /&gt;
* Construct [[cage]]&lt;br /&gt;
* Construct [[bucket]]&lt;br /&gt;
* Construct [[bin]]&lt;br /&gt;
* Construct [[barrel]]&lt;br /&gt;
* Construct [[pipe section]]&lt;br /&gt;
* Construct [[anvil]]&lt;br /&gt;
* Build metal [[building]]s&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength &lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
:''Not to be confused with the [[Metalsmith]] category profession.''&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith''' [[skill]] is used to make [[furniture]], [[bucket]]s, [[bin]]s, [[block]]s, [[cage]]s, and [[anvil]]s at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
The [[labor]] that corresponds to the metalsmith skill is called '''blacksmithing'''.  A dwarf whose highest skill is &amp;quot;metalsmith&amp;quot; will have the '''Blacksmith''' profession.*&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite both being under the &amp;quot;furniture&amp;quot; menu of a [[forge]], [[chain]]s are made by [[metal crafter]]s, and [[animal trap]]s are made by [[trapper]]s).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''''* Note''': Technically (aka outside DF), a &amp;quot;blacksmith&amp;quot; only forges items from iron, similar to a goldsmith or silversmith, etc. In DF, no such differentiation exists re metals used, so the [[skill]] &amp;quot;metalsmithing&amp;quot; covers all metals. Confusingly, however, &amp;quot;[[Metalsmith]]&amp;quot; is also the [[profession]]al title given for the whole class of metalworking skills, so a dwarf who is both a Master Furnace Operator + Weaponsmith may gain a professional label of &amp;quot;Metalsmith&amp;quot;, despite having no &amp;quot;metalsmithing&amp;quot; (blacksmithing) skill at all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, this often leads to some confusion between the [[skill]] metalsmith, here, and the [[profession]] by [[metalsmith|the same name]].  So, in DF, &amp;quot;Blacksmith&amp;quot; refers to the labor of non-specific smithing of any/all metals, and the associated skill information is discussed in the article you are now reading.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Sorry, we just work here. (~wiki editors~)''&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Buildings which are built using material-dependent labors (e.g. a trade depot) may require &amp;quot;any metalsmithing skill,&amp;quot; but will only check and raise Metalsmithing, not any other qualifying skill (e.g. weaponsmithing). The [[quality]] of any such buildings is based off this skill alone. {{Bug|4899}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir-eshtân | elvish = opa-macame | goblin = ogur-am | human = oth-semod}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255704</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255704"/>
		<updated>2020-11-12T19:08:04Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255664 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view. In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.&lt;br /&gt;
&lt;br /&gt;
Werebeast transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower than average toughness and endurance. All werebeasts possess at least a Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way.&lt;br /&gt;
&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the hard way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush|ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
In previous versions, werebeasts of the same beast-species would not be hostile to each other while transformed. This is not currently the case, however, and in the current version it is every beast for themselves. It is therefore generally recommended that individual werebeasts are isolated from the fort (and each other) before their transformation. &lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to it's normal form, the game will still announce it's discovery, but instead in it's ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, there is a risk that the said creature becomes infected. If infected, the creature will become a werebeast at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
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|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=255703</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=255703"/>
		<updated>2020-11-12T19:07:53Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255665 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 4 September 2013 (UTC)}}&lt;br /&gt;
{{av}}{{catbox|DF2014:Bugs}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Bugs&amp;quot; redirects here. For insects, see [[Vermin]] and [[Creature]].''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; an official compilation of all bugs, and their development status, can be found on the [https://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis Bug Tracker]. Please do '''not''' report bugs here; they should be reported on the [https://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] instead. If you have issues signing up for the bug tracker, see the [http://www.bay12forums.com/smf/index.php?board=6.0 forum bug tracker board] for instructions (but don't report bugs on the forum either).&lt;br /&gt;
&lt;br /&gt;
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of these fixes were rolled into v0.40.&lt;br /&gt;
&lt;br /&gt;
== Severe bugs ==&lt;br /&gt;
These bugs can significantly interfere with play.&lt;br /&gt;
&lt;br /&gt;
* {{bugl|11014}}: Crash from corrupted military equipment lists (v0.44)&lt;br /&gt;
**Workaround: refrain from [[raid]]ing&lt;br /&gt;
* {{bugl|10369}}: Crash when Dwarves return from mission (v0.44) -- one major cause fixed in v0.44.10&lt;br /&gt;
**Workaround: refrain from [[raid]]ing&lt;br /&gt;
* {{bugl|9905}}: Crash when filtering material type condition in work order&lt;br /&gt;
**Workaround: avoid using job manager material selection in large worlds&lt;br /&gt;
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death&lt;br /&gt;
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone&lt;br /&gt;
* {{bugl|9593}}: Caravans/invasions sometimes get &amp;quot;stuck&amp;quot; off-map&lt;br /&gt;
**Workaround: teleport merchants on to map with dfhack&lt;br /&gt;
**Workaround: save prior to arrival, and reload until the caravan successfully appears&lt;br /&gt;
* {{bugl|7161}}: Morale is screwy -- saves demonstrating morale problems in v0.44.03+ requested &lt;br /&gt;
** Workaround: mod creatures to have natural Discipline skill&lt;br /&gt;
** Workaround: barracks training raises Discipline&lt;br /&gt;
** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)&lt;br /&gt;
* {{bugl|7185}}: Scared traders immediately scuttle wagons and leave. &lt;br /&gt;
* {{bugl|9004}}: Items in containers are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in the container&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[stockpile design]]s can reduce the impact&lt;br /&gt;
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)&lt;br /&gt;
* {{bugl|7107}} Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.&lt;br /&gt;
&lt;br /&gt;
== New bugs ==&lt;br /&gt;
These bugs are new in recent versions (v0.42+).  (There are many more; these are just a few of the most prominent.)&lt;br /&gt;
&lt;br /&gt;
* {{bugl|10878}}: &amp;quot;Civil war&amp;quot; with parent civilization&lt;br /&gt;
* {{bugl|10490}}: &amp;quot;Spies&amp;quot; arrive as part of migrant group&lt;br /&gt;
* {{bugl|10349}}: Were-dwarves stuck in weird spot between injured and healed&lt;br /&gt;
* {{bugl|10346}}: NPCs demanding other characters identify themselves in a loop&lt;br /&gt;
* {{bugl|9588}}: Animal people with [MEANDERER] tag move too slowly&lt;br /&gt;
* {{bugl|9221}}: Visiting scholars leave carrying fortress books/scrolls/copies/codices&lt;br /&gt;
&lt;br /&gt;
== Lingering bugs ==&lt;br /&gt;
These bugs are not new to v0.42/v0.44, but have been confirmed as still existing.  (Year numbers in parenthesis.)&lt;br /&gt;
&lt;br /&gt;
* {{bugl|1451}} (2010): Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.&lt;br /&gt;
* {{bugl|94}} (2010): Seriously wounded dwarfs sometimes don't get taken to bed.&lt;br /&gt;
* {{bugl|2712}} (2010): Weapons, especially whips, cut through steel armor like butter.&lt;br /&gt;
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons&lt;br /&gt;
* {{bugl|2780}} (2010): Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]&lt;br /&gt;
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds&lt;br /&gt;
* {{bugl|535}} (2010): Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.&lt;br /&gt;
* {{bugl|296}} (2010): Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in ''Dwarf Fortress''; instead of washing away, when exposed to running water, they will actually multiply to other tiles.&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{bugl|4550}} (2011): Dodging into river/lava/pit etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.&lt;br /&gt;
* {{bugl|425}} (2010): Dwarves perform [[cleaning]] erratically at best -- improved in v0.44.06&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{bugl|5986}} (2012): Designating large areas for smoothing slows game to a crawl.&lt;br /&gt;
* {{bugl|797}} (2010): Animals repeatedly path through &amp;quot;tightly closed&amp;quot; [[door]]s causing lag.&lt;br /&gt;
* {{bugl|4065}} (2011): Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].&lt;br /&gt;
* {{bugl|1582}} (2010): Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.&lt;br /&gt;
* {{bugl|5097}} (2012): Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts.  &lt;br /&gt;
**Workaround: Hitting F12 to toggle TrueType can often get you around this problem.&lt;br /&gt;
* {{bugl|2587}} (2010): Saving fails silently when folder is not writeable (due to full disk, permissions, etc) &lt;br /&gt;
* {{bugl|8698}} (2015): Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag&lt;br /&gt;
* {{bugl|7872}} (2014): Trees grow through bridges, can make the bridge unusable.&lt;br /&gt;
* {{bugl|7760}} (2014): Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove&lt;br /&gt;
* {{bugl|7423}} (2014): Embark-purchased fruit must be removed from bags before [[brewing]].&lt;br /&gt;
* {{bugl|9440}} (2016): Wounded dwarves die of dehydration if they grab a goblet they can't use&lt;br /&gt;
**Workaround: forbid all goblets so dwarves will drink straight from the barrels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Bugs| }}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:Known bugs and issues]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cheating&amp;diff=255702</id>
		<title>Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cheating&amp;diff=255702"/>
		<updated>2020-11-12T19:07:43Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255666 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:14, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
'''Cheating''' is altering the game to make ''Dwarf Fortress'' conceptually easier - this is distinctly different from [[exploit]]s. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires [[Utility:DFHack|special tools]]). As with using exploits, whether or not to cheat is down to personal taste—after all, the game is ''designed'' to be readily moddable. Too much cheating can spoil your experience of ''Dwarf Fortress'', but there are no other players to cheat — only yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Raw Editing=&lt;br /&gt;
&lt;br /&gt;
For making modifications to a newly-generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world.&lt;br /&gt;
&lt;br /&gt;
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]]. &lt;br /&gt;
&lt;br /&gt;
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world gen, altering existing reactions or creatures being one example.  However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable, as attempting to play worlds generated before the deletion will cause an error. &lt;br /&gt;
&lt;br /&gt;
[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut &amp;amp; paste examples for editing raw files specifically for the purpose of cheating. &lt;br /&gt;
&lt;br /&gt;
==Creature Token Modifications==&lt;br /&gt;
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.&lt;br /&gt;
&lt;br /&gt;
===Instructions for use:===&lt;br /&gt;
# Open creature_standard.txt&lt;br /&gt;
# Find dwarven (or other creature) stats, which ought to resemble the sets below.&lt;br /&gt;
# Delete those stats and replace with the new set.&lt;br /&gt;
# Done.&lt;br /&gt;
&lt;br /&gt;
*[http://notepad-plus-plus.org/ Notepad++] is recommended for altering raw files on Windows.&lt;br /&gt;
&lt;br /&gt;
===Speedy Dwarves===&lt;br /&gt;
Getting bored with slow dwarves? Open raw/objects/creature_standard.txt, look for &amp;lt;code&amp;gt;APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS&amp;lt;/code&amp;gt;, and &lt;br /&gt;
change the six numbers after it (0 is fastest). This can impact framerate in some cases - using 3 instead of 0 has been known to help.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:0:0:0:0:0:0]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:0:0:0:0:0:0]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:0:0:0:0:0:0]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:0:0:0:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No Needs Dwarves===&lt;br /&gt;
&lt;br /&gt;
Don't want to care for your dwarves? Simply add [NO_EAT] [NO_SLEEP] and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}})&lt;br /&gt;
&lt;br /&gt;
As an added bonus, try adding [NOFEAR] [NOBREATHE] [NOSTUN] [NONAUSEA] [NOPAIN] [NO_DIZZINESS] [NO_FEVERS] and [NOEXERT] as well.&lt;br /&gt;
&lt;br /&gt;
(Warning, editing this may cause the game to crash.{{Verify}})&lt;br /&gt;
&lt;br /&gt;
Other potential problems include, but are not limited to; unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate accident|assisted in such endeavors]].&lt;br /&gt;
&lt;br /&gt;
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.&lt;br /&gt;
* Removing the [CAVE_ADAPT] tag will eliminate [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
===Pets for everyone===&lt;br /&gt;
Ever want [[cave dragon]]s, [[giant cave spider]]s, or even [[helmet snake]]s for pets?&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of giant cave spiders.&lt;br /&gt;
Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can gain access to all in-game creatures as pets. Just add to mountain entity [ANIMAL] definition with only [ANIMALS_ALWAYS_PRESENT]. You can embark even with demons, humans, angels, night trolls and bronze colossi as pets. Intelligent creatures will be citizens, others will be pets and can change labors only with DFhack, but all will be tame. Don't embark with griffon, centaur, chimera and nothing, they will produce crash (have no body in raws)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]&lt;br /&gt;
&lt;br /&gt;
===Non-Threatening Webs===&lt;br /&gt;
Web-firing enemies (giant cave spiders, some forgotten beasts, titans and other super-fun things) are some of the most overpowered creatures in the game, able to easily tear an entire [[steel]]-clad militia apart no matter how well trained they might be. If you think that's not fair, add the [WEBIMMUNE] token to the dwarf creature's raws, which will make them unaffected by web attacks.&lt;br /&gt;
&lt;br /&gt;
===Tinkering with the Dwarven Soul===&lt;br /&gt;
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves).  The most easily adjustable portion of the castes is with the Males and Females.&lt;br /&gt;
&lt;br /&gt;
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get &amp;quot;5,000&amp;quot; in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.&lt;br /&gt;
&lt;br /&gt;
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at &amp;quot;NONE&amp;quot; basically nullifies that aspect.  Don't use &amp;quot;0&amp;quot; for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers (negative numbers DO NOT increase the speed of rate, tested for Splinterz Dwarf Therapist that uses CTI, set CTI to -5000, -300, -100, the count kept increasing well past 1500, but no increase in attribute), which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.&lt;br /&gt;
&lt;br /&gt;
ATT_RATES (Default is 500:2:3:2]&lt;br /&gt;
* ATTRIBUTE Token&lt;br /&gt;
* cost to improve     &lt;br /&gt;
* unused counter rate&lt;br /&gt;
* rust counter rate&lt;br /&gt;
* demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others.  The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.&lt;br /&gt;
&lt;br /&gt;
 0:0:0:0:0:0:0                       unattainable&lt;br /&gt;
 0:100:200:300:400:450:500           ---&lt;br /&gt;
 0:400:600:750:800:900:1100           --&lt;br /&gt;
 150:600:800:900:1000:1100:1500        -&lt;br /&gt;
 450:950:1150:1250:1350:1550:2250      +&lt;br /&gt;
 700:1200:1400:1500:1600:1800:2500    ++&lt;br /&gt;
 1250:1500:1750:2000:2500:3000:5000  +++&lt;br /&gt;
 5000:5000:5000:5000:5000:5000:5000  max&lt;br /&gt;
&lt;br /&gt;
SKILL_RATE is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Skill rate increase is capped at 500%. Default is 100%, but creatures with the SLOW_LEARNER tag will get half of that. &lt;br /&gt;
&lt;br /&gt;
SKILL_RATE (Default is 100:8:16:16]&lt;br /&gt;
* % of improvement points you get&lt;br /&gt;
* unused counter rate&lt;br /&gt;
* rust counter rate&lt;br /&gt;
* demotion counter rate&lt;br /&gt;
&lt;br /&gt;
Add this line under whichever castes you wish to receive the benefits.&lt;br /&gt;
&lt;br /&gt;
 [SKILL_RATES:500:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
&lt;br /&gt;
The default value is 200% of a dwarf's median+starting stats.  This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
 [PHYS_ATT_CAP_PERC:STRENGTH:5000]&lt;br /&gt;
 [MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
      [SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:ENDURANCE:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       &lt;br /&gt;
      [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:RECUPERATION:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             &lt;br /&gt;
      [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         &lt;br /&gt;
      [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:CREATIVITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:PATIENCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]           +++             &lt;br /&gt;
      [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MEMORY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:EMPATHY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MUSICALITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:INTUITION:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:WILLPOWER:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No more skill loss===&lt;br /&gt;
Are you tired of your dwarves having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the &amp;quot;dwarf&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
Phys/Ment rate default: 500&lt;br /&gt;
   [PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
   [MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemy race dies in a pink cloud===&lt;br /&gt;
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! &lt;br /&gt;
&lt;br /&gt;
 [SELECT_MATERIAL:ALL]&lt;br /&gt;
      [BOILING_POINT:0]&lt;br /&gt;
      [STATE_COLOR:ALL:PINK]&lt;br /&gt;
      [STATE_NAME_ADJ:GAS:poof!]&lt;br /&gt;
&lt;br /&gt;
Warning: As with all cheats that involve the words &amp;quot;[BOILING_POINT:0]&amp;quot;, the mist created when the creature boils will be very cold. Such cold temperatures will rapidly degrade weak items like cloth and leather, and may pose a danger to dwarves caught in the cloud without adequate cold weather clothing. You might have to experiment to find a temperature that will guarantee boiling without posing a danger to your dwarves.&lt;br /&gt;
&lt;br /&gt;
Note: You must add this text after all the material you want to boil is defined. To be safe, just place it at the very end.&lt;br /&gt;
&lt;br /&gt;
===All Skills Legendary===&lt;br /&gt;
Put this under CREATURE:DWARF in creature_standard.txt&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
	[NATURAL_SKILL:MINING:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCUTTING:16]&lt;br /&gt;
	[NATURAL_SKILL:CARPENTRY:16]&lt;br /&gt;
	[NATURAL_SKILL:DETAILSTONE:16]&lt;br /&gt;
	[NATURAL_SKILL:MASONRY:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALTRAIN:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALCARE:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_VERMIN:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSFISH:16]&lt;br /&gt;
	[NATURAL_SKILL:BUTCHER:16]&lt;br /&gt;
	[NATURAL_SKILL:TRAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:TANNER:16]&lt;br /&gt;
	[NATURAL_SKILL:WEAVING:16]&lt;br /&gt;
	[NATURAL_SKILL:BREWING:16]&lt;br /&gt;
	[NATURAL_SKILL:ALCHEMY:16]&lt;br /&gt;
	[NATURAL_SKILL:CLOTHESMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILLING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSPLANTS:16]&lt;br /&gt;
	[NATURAL_SKILL:CHEESEMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILK:16]&lt;br /&gt;
	[NATURAL_SKILL:COOK:16]&lt;br /&gt;
	[NATURAL_SKILL:PLANT:16]&lt;br /&gt;
	[NATURAL_SKILL:HERBALISM:16]&lt;br /&gt;
	[NATURAL_SKILL:FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:SMELT:16]&lt;br /&gt;
	[NATURAL_SKILL:EXTRACT_STRAND:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_FURNITURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CUTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:ENCRUSTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:STONECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:METALCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:GLASSMAKER:16]&lt;br /&gt;
	[NATURAL_SKILL:LEATHERWORK:16]&lt;br /&gt;
	[NATURAL_SKILL:BONECARVE:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:BOW:16]&lt;br /&gt;
	[NATURAL_SKILL:BLOWGUN:16]&lt;br /&gt;
	[NATURAL_SKILL:THROW:16]&lt;br /&gt;
	[NATURAL_SKILL:MECHANICS:16]&lt;br /&gt;
	[NATURAL_SKILL:MAGIC_NATURE:16]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:16]&lt;br /&gt;
	[NATURAL_SKILL:DESIGNBUILDING:16]&lt;br /&gt;
	[NATURAL_SKILL:DRESS_WOUNDS:16]&lt;br /&gt;
	[NATURAL_SKILL:DIAGNOSE:16]&lt;br /&gt;
	[NATURAL_SKILL:SURGERY:16]&lt;br /&gt;
	[NATURAL_SKILL:SET_BONE:16]&lt;br /&gt;
	[NATURAL_SKILL:SUTURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CRUTCH_WALK:16]&lt;br /&gt;
	[NATURAL_SKILL:WOOD_BURNING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYE_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:SOAP_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTASH_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:DYER:16]&lt;br /&gt;
	[NATURAL_SKILL:OPERATE_PUMP:16]&lt;br /&gt;
	[NATURAL_SKILL:SWIMMING:16]&lt;br /&gt;
	[NATURAL_SKILL:PERSUASION:16]&lt;br /&gt;
	[NATURAL_SKILL:NEGOTIATION:16]&lt;br /&gt;
	[NATURAL_SKILL:JUDGING_INTENT:16]&lt;br /&gt;
	[NATURAL_SKILL:APPRAISAL:16]&lt;br /&gt;
	[NATURAL_SKILL:ORGANIZATION:16]&lt;br /&gt;
	[NATURAL_SKILL:RECORD_KEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYING:16]&lt;br /&gt;
	[NATURAL_SKILL:INTIMIDATION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONVERSATION:16]&lt;br /&gt;
	[NATURAL_SKILL:COMEDY:16]&lt;br /&gt;
	[NATURAL_SKILL:FLATTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:CONSOLE:16]&lt;br /&gt;
	[NATURAL_SKILL:PACIFY:16]&lt;br /&gt;
	[NATURAL_SKILL:TRACKING:16]&lt;br /&gt;
	[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONCENTRATION:16]&lt;br /&gt;
	[NATURAL_SKILL:DISCIPLINE:16]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:16]&lt;br /&gt;
	[NATURAL_SKILL:WRITING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROSE:16]&lt;br /&gt;
	[NATURAL_SKILL:POETRY:16]&lt;br /&gt;
	[NATURAL_SKILL:READING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:COORDINATION:16]&lt;br /&gt;
	[NATURAL_SKILL:BALANCE:16]&lt;br /&gt;
	[NATURAL_SKILL:LEADERSHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:TEACHING:16]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:KNAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILITARY_TACTICS:16]&lt;br /&gt;
	[NATURAL_SKILL:SHEARING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPINNING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:GLAZING:16]&lt;br /&gt;
	[NATURAL_SKILL:PRESSING:16]&lt;br /&gt;
	[NATURAL_SKILL:BEEKEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:WAX_WORKING:16]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Syndrome Immunity===&lt;br /&gt;
Generated syndromes act on creatures with the token [CREATURE_CLASS:GENERAL_POISON]. If this token is not in a creature's entry, then it is not a valid target for generated syndromes.&lt;br /&gt;
&lt;br /&gt;
To make a creature immune, remove [CREATURE_CLASS:GENERAL_POISON].&lt;br /&gt;
&lt;br /&gt;
===Child Labor===&lt;br /&gt;
Tired of having children spend 12 years drinking your booze and eating your food without performing any work? Simply open creature_standard.txt, and under the dwarf entry replace [CHILD:12] with [CHILD:6], or whatever age you consider it appropriate for children to start working at.&lt;br /&gt;
&lt;br /&gt;
==Reaction Additions==&lt;br /&gt;
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.&lt;br /&gt;
&lt;br /&gt;
===Skill Practice Workshops===&lt;br /&gt;
A useful application of the new workshop/reaction setup is the Practice Workshop: loaded with no-reagent no-product reactions tied to every quality-based skill, it's an excellent way to get the most out of scarce resources and to train workers who utilize said resources (Jewelers, Craftsdwarves, etc.).&lt;br /&gt;
&lt;br /&gt;
Create a new raw called building_practice_workshop in \raw\objects, and within it paste the following (ripped nigh-straight out of Lazureus' Crematorium package):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
building_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:BUILDING]&lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:PRACTICE_WORKSHOP]&lt;br /&gt;
	[NAME:Practice Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:3]&lt;br /&gt;
	[BUILD_LABOR:MASON]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0]&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':236]&lt;br /&gt;
	[TILE:0:2:' ':236:'/']&lt;br /&gt;
	[TILE:0:3:'|':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:1:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:236:' ':227]&lt;br /&gt;
	[TILE:1:2:'|':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':236]&lt;br /&gt;
	[COLOR:1:1:0:0:1:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[TILE:2:1:201:227:187]&lt;br /&gt;
	[TILE:2:2:200:8:188]&lt;br /&gt;
	[TILE:2:3:' ':' ':' ']&lt;br /&gt;
	[COLOR:2:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:2:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:3:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:201:227:187]&lt;br /&gt;
	[TILE:3:2:200:8:188]&lt;br /&gt;
	[TILE:3:3:150:210:253]&lt;br /&gt;
	[COLOR:3:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:3:2:0:0:1:0:4:1:0:0:1]&lt;br /&gt;
	[COLOR:3:3:0:0:1:6:0:0:7:0:1]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new raw called reaction_practice_workshop, and within it paste the following: (Fixed the process to only accept bars of coke instead of just ANY bar. Enjoy. -Anonymous)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
reaction_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:REACTION]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
[NAME:practice armorsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_ARMOR]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
[NAME:practice beekeeping]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BEEKEEPING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
[NAME:practice bonecarving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BONECARVE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
[NAME:practice bonesetting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SET_BONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
[NAME:practice bowmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BOWYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BREWING]&lt;br /&gt;
[NAME:practice brewing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BREWING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
[NAME:practice carpentry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CARPENTRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
[NAME:practice clothesmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CLOTHESMAKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_COOKING]&lt;br /&gt;
[NAME:practice cooking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:COOK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
[NAME:practice architecture]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DESIGNBUILDING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
[NAME:practice diagnosis]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DIAGNOSE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DYEING]&lt;br /&gt;
[NAME:practice dyeing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
[NAME:practice engraving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DETAILSTONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
[NAME:practice gem cutting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CUTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
[NAME:practice gem setting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:ENCRUSTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
[NAME:practice glassmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLASSMAKER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLAZING]&lt;br /&gt;
[NAME:practice glazing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLAZING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GROWING]&lt;br /&gt;
[NAME:practice growing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:PLANT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
[NAME:practice herbalism]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:HERBALISM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
[NAME:practice leatherworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:LEATHERWORK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MASONRY]&lt;br /&gt;
[NAME:practice masonry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MASONRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
[NAME:practice mechanics]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MECHANICS]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
[NAME:practice metalcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:METALCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
[NAME:practice metalsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_FURNITURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MINING]&lt;br /&gt;
[NAME:practice mining]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MINING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_POTTERY]&lt;br /&gt;
[NAME:practice pottery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:POTTERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
[NAME:practice siege engineering]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SIEGECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
[NAME:practice stonecrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:STONECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SURGERY]&lt;br /&gt;
[NAME:practice surgery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SURGERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SUTURING]&lt;br /&gt;
[NAME:practice suturing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SUTURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WAX_WORKING]&lt;br /&gt;
[NAME:practice wax working]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WAX_WORKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
[NAME:practice weaponsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_WEAPON]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAVING]&lt;br /&gt;
[NAME:practice weaving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WEAVING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
[NAME:practice woodcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WOODCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
[NAME:practice wound dressing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DRESS_WOUNDS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lastly, paste the following to their respective spots in the dwarf section of entity_default, and you're done:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_BUILDING:PRACTICE_WORKSHOP]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BREWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DYEING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLAZING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GROWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MASONRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MINING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_POTTERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_OPERATION]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SURGERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SUTURING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WAX_WORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Vermin Disposal===&lt;br /&gt;
Tired of vermin corpses lying around for months? Use this reaction to put them to a useful purpose:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:BUGS_TO_COKE]&lt;br /&gt;
   [NAME:Cremate Vermin Corpses]&lt;br /&gt;
   [BUILDING:SMELTER:NONE]&lt;br /&gt;
   [REAGENT:A:5:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to add this to the appropriate entity files before generating a new world.&lt;br /&gt;
&lt;br /&gt;
==Easy Entity Editing==&lt;br /&gt;
&lt;br /&gt;
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. You may add more by using the format: [PERMITTED_REACTION:(reaction)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
        [PERMITTED_REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_EMERALD]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_RUBY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SAPPHIRE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_RUBY_STAR]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WOOD]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Gems===&lt;br /&gt;
Fill in the name of a gem from the inorganic_stone_gem file and paste this in the reaction_smelter file to make your smelter spew out gems.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(gem name here)]&lt;br /&gt;
[NAME:make (gem name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:(gem name {from raws})]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: You can change the skill used and the workshop, but make sure to keep it in the correct reaction file.&lt;br /&gt;
For convenience, here are all the precious gems in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
[NAME: make light yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_LY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
[NAME: make faint yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_FY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_EMERALD]&lt;br /&gt;
[NAME: make emeralds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:EMERALD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY]&lt;br /&gt;
[NAME: make rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:RUBY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE]&lt;br /&gt;
[NAME: make sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
[NAME: make clear diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_CLEAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
[NAME: make red diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_RED]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
[NAME: make green diamond]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_GREEN]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
[NAME: make blue diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLUE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
[NAME: make yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_YELLOW]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
[NAME: make black diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLACK]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY_STAR]&lt;br /&gt;
[NAME: make star rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:RUBY_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
[NAME: make star sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Adamantine===&lt;br /&gt;
To get free adamantine wafers, add this to your reaction_smelter.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:create adamantine wafers]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:BAR:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For adamantine thread it would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
[NAME:create adamantine thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:15000]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to use a different skill and workshop to make free thread:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:MAKE_COTTON_CANDY]&lt;br /&gt;
[NAME:make some cotton candy]&lt;br /&gt;
[BUILDING:KITCHEN:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:15000]&lt;br /&gt;
[SKILL:COOK]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, simply remove the inputs from the existing smelter reaction (accessible in Reaction_Smelter) and cheekily put a “10” in front of the output.&lt;br /&gt;
&lt;br /&gt;
===Easy Flux, Sand, and Ore===&lt;br /&gt;
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. &lt;br /&gt;
&lt;br /&gt;
None of these cheats require creating a new world (if you modify the '''save''' raws, not the world generation file). Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.&lt;br /&gt;
&lt;br /&gt;
===Easy Metal===&lt;br /&gt;
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.&lt;br /&gt;
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickel silver respectively.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(metal name here)]&lt;br /&gt;
[NAME:create (metal name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:(metal name {from raws})][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These cheats do not require a new world (because they only modify existing reactions), and allow smelters to create steel and adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
===Create Wood===&lt;br /&gt;
To create wood for free, add this to reaction_smelter. (don't forget the wood type, like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
[NAME:create wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some examples with very light wood, perfect for buckets, and  a frozen wood. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_FROZEN_WOOD]&lt;br /&gt;
[NAME:create frozen wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_FEATHER_WOOD]&lt;br /&gt;
[NAME:create light wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thread===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_SILK_THREAD]&lt;br /&gt;
[NAME:create silk thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]&lt;br /&gt;
[PRODUCT_DIMENSION:15000]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Don't forget to add the PERMITTED_REACTION to entity_default too. Also works for yarn and plant thread if you change the materials.&lt;br /&gt;
&lt;br /&gt;
===Produce Food===&lt;br /&gt;
To create food for free, add this to '''reaction_smelter'''. Fair warning, this will NOT allow you to grow these plants if you have not already discovered/obtained them. If you cannot get sun berries or similar through trade or gathering, you won't be able to plant the seeds and grow crops from them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
[NAME:create plump helmets]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
[NAME:create cave wheat]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
[NAME:create wild strawberries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
[NAME:create prickle berries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SWEET_PODS]&lt;br /&gt;
[NAME:create sweet pods]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
[NAME:create pig tail grass]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;BR /&amp;gt;&lt;br /&gt;
... and this to '''entity_default'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SWEET_PODS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Water/Magma===&lt;br /&gt;
This reaction will allow your dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of [[screw pump]]s, but that's another story...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_WATER]&lt;br /&gt;
        [NAME:make water]&lt;br /&gt;
        [BUILDING:SMELTER:NONE]&lt;br /&gt;
        [REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slightly less cheaty, this reaction allows you to convert drinks to water at the brewery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:PURIFY_WATER]&lt;br /&gt;
	[NAME:purify water from booze]&lt;br /&gt;
	[BUILDING:STILL:CUSTOM_P]&lt;br /&gt;
&lt;br /&gt;
	[REAGENT:booze:150:DRINK:NONE:NONE:NONE]&lt;br /&gt;
	[REAGENT:container1:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
		[CONTAINS:booze]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]&lt;br /&gt;
		[EMPTY]&lt;br /&gt;
		[DOES_NOT_ABSORB]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE]&lt;br /&gt;
		[PRODUCT_DIMENSION:150]&lt;br /&gt;
		[PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
   [SKILL:BREW]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heres a reaction to fill minecarts up with 2 levels of magma. Paste the reaction over any preexisting reaction you want (the example is MAKE_WAX_CRAFTS) leaving the original  REACTION, NAME, and BUILDING lines. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[REAGENT:minecart:1:TOOL:ITEM_TOOL_MINECART:NONE:NONE&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
	[PRODUCT:100:833:LIQUID_MISC:NONE:INORGANIC:NONE]&lt;br /&gt;
		[PRODUCT_TO_CONTAINER:minecart]&lt;br /&gt;
		[PRODUCT_DIMENSION:150]&lt;br /&gt;
	[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: use stockpile links to restrict this&lt;br /&gt;
to Iron/Steel/Nickel/Candy carts, or risk spontaneous combustion in the workshop. &lt;br /&gt;
&lt;br /&gt;
This is what it should look like when you are finished.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:MAKE_WAX_CRAFTS]                                        | THIS WAS HERE &lt;br /&gt;
	[NAME:make wax crafts]                                    | BEFORE.&lt;br /&gt;
	[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_W]                       |      &lt;br /&gt;
	[REAGENT:minecart:1:TOOL:ITEM_TOOL_MINECART:NONE:NONE]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
	[PRODUCT:100:833:LIQUID_MISC:NONE:INORGANIC:NONE]&lt;br /&gt;
		[PRODUCT_TO_CONTAINER:minecart]&lt;br /&gt;
		[PRODUCT_DIMENSION:150]&lt;br /&gt;
	[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===More cheats (Ore and Seeds)===&lt;br /&gt;
&lt;br /&gt;
Here are some not-so cheaty cheats that can be used to create vital ores and seeds. They are good for the conscience, and do not ruin the game experience.&lt;br /&gt;
&lt;br /&gt;
Don't forget to include the entity_default tags&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:HEMATITE_SONATA]&lt;br /&gt;
[NAME:The Hematite Sonata]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:HEMATITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:CALCITE_CACOPHONY]&lt;br /&gt;
[NAME:The Calcite Cacophony]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CALCITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:MICROCLINE_MELODY]&lt;br /&gt;
[NAME:The Microcline Melody]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MICROCLINE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:MALACHITE_MUSE]&lt;br /&gt;
[NAME:The Malachite Muse]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:CASSITERITE_CAROL]&lt;br /&gt;
[NAME:The Cassiterite Carol]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:SEED_STEW]&lt;br /&gt;
[NAME:The Stew of Seeds]&lt;br /&gt;
[BUILDING:STILL:NONE]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]&lt;br /&gt;
[FUEL]&lt;br /&gt;
[SKILL:BREWING]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entity_default tags:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:HEMATITE_SONATA]&lt;br /&gt;
[PERMITTED_REACTION:CALCITE_CACOPHONY]&lt;br /&gt;
[PERMITTED_REACTION:MICROCLINE_MELODY]&lt;br /&gt;
[PERMITTED_REACTION:SEED_STEW]&lt;br /&gt;
[PERMITTED_REACTION:MALACHITE_MUSE]&lt;br /&gt;
[PERMITTED_REACTION:CASSITERITE_CAROL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Free leather reaction:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:MAKE_LEATHER]&lt;br /&gt;
[NAME:create leather]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:20:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:FISH_CAVE:LEATHER]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memory Hacking=&lt;br /&gt;
Memory hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utility:DFHack|DFHack]], which provides complete access to most of ''Dwarf Fortress'' internal memory through C++ plugins as well as Lua and Ruby scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
For When Losing Is Too Fun&lt;br /&gt;
&lt;br /&gt;
[[ru:Cheating]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=255701</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=255701"/>
		<updated>2020-11-12T19:07:28Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255667 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:56, 10 June 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu&lt;br /&gt;
}}&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
&lt;br /&gt;
[[File:siege_after.png|thumb|202px|right|Bloody aftermath of a siege.]]'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s (who never go beyond ambushes) and subterranean [[animal people]] (who just don't attack at all).&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at a besieged fortress. They will arrive, though, if a siege is broken quickly enough, but it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]] or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several 'squads'. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]], if your fort defense relies on the same kind of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
*You can turn off sieges and [[forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s or [[cave dragon]]s that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these 'groups' usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races, previously kidnapped by [[snatcher]]s, and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort, instead of charging in blindly like a pack of fools  - the behaviour described in the paragraph on human sieges. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]]. Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride rather mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. Be aware that human siegers know of all [[trap]]s that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a tower. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, every dwarf that dies in battle is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armour'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer. &lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege your fortress. This can happen as early as ''the first year'', making them an excellent source of surprise [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_reference&amp;diff=255700</id>
		<title>Adventure mode quick reference</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_reference&amp;diff=255700"/>
		<updated>2020-11-12T19:06:33Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255668 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:14, 23 March 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
These are the keys used in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
==Key Bindings==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' style=&amp;quot;width: 50%; padding: 0 1em&amp;quot; |&lt;br /&gt;
{{KReference|Movement|&lt;br /&gt;
*{{k|8|2|4|6|7|9|1|3|↑|↓|←|→}} - Move&lt;br /&gt;
*{{k|Alt}}+(movement key) - Move carefully or enter dangerous terrain&lt;br /&gt;
*{{k|Shift}}+(movement key) - Move in direction and upwards&lt;br /&gt;
*{{k|Ctrl}}+(movement key) - Move in direction and downwards&lt;br /&gt;
*{{k|&amp;lt;}} or {{k-|Shift|5}} (num lock off) - Ascend&lt;br /&gt;
*{{k|&amp;gt;}} or {{k-|Ctrl|5}} (num lock off) - Descend&lt;br /&gt;
*{{k|.}} - Wait for 10 instants&lt;br /&gt;
*{{k|,}} - Wait for 1 instant&lt;br /&gt;
*{{k|j}} - Jump. Sprint in movement options to run and jump.&lt;br /&gt;
*{{k|h}} - Start climbing by grabbing {{k|h}}old of a wall or tree; mount and lead pets{{version|0.47.01}}&lt;br /&gt;
*{{k|s}} - Stand or lie down*&lt;br /&gt;
*{{k|S}} - Movement Speed and Sneak settings&lt;br /&gt;
*{{k|T}} - Fast Travel&lt;br /&gt;
*{{k|m}} - Open movement preferences interface&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use {{k|s}} to lay down, and then crawl past NPCs blocking your way.&lt;br /&gt;
&lt;br /&gt;
{{KReference|Combat|&lt;br /&gt;
*{{k|8|2|4|6|7|9|1|3|↑|↓|←|→}} - Random attack on adjacent creature&lt;br /&gt;
*{{k|A}} - Attack an adjacent creature&lt;br /&gt;
*{{k|f}} - Fire a projectile&lt;br /&gt;
*{{k|t}} - Throw an item&lt;br /&gt;
*{{k|C}} - Open combat preferences interface&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KReference|Environment|&lt;br /&gt;
*{{k|l}} - Look around&lt;br /&gt;
*{{k|L}} - Search the nearby area very carefully (chance of discovering small creatures)&lt;br /&gt;
*{{k|k}} - Talk to somebody&lt;br /&gt;
*{{k|K}} - Display tracks&lt;br /&gt;
*{{k-|Alt|k}} - Describe tracks underfoot.&lt;br /&gt;
*{{k|c}} - View companion interface&lt;br /&gt;
*{{k|E}} - Party tactical settings.&lt;br /&gt;
*{{k|o}} - Describe odor.&lt;br /&gt;
*{{k|O}} - Show strongest odor.&lt;br /&gt;
*{{k|u}} - Interact with lever, building, furniture, or mechanism.&lt;br /&gt;
*{{k|y}} - Assume or abandon a submissive position (yield).&lt;br /&gt;
}}&lt;br /&gt;
| valign='top' |&lt;br /&gt;
{{KReference|Items|&lt;br /&gt;
*{{k|i}} - Inventory&lt;br /&gt;
*{{k|d}} - Drop an item&lt;br /&gt;
*{{k|g}} - Grab/gather (pick up) an item&lt;br /&gt;
*{{k|p}} - Put an item into a container; or onto a pack animal{{version|0.47.01}}&lt;br /&gt;
*{{k|r}} - Remove an item you are wearing or from a container&lt;br /&gt;
*{{k|w}} - Wear an item*&lt;br /&gt;
*{{k|I}} - Interact with an object in inventory (unstick a weapon, refill waterskin etc)&lt;br /&gt;
*{{k|x}} - Perform action (butcher, create item, pet an animal, spit at someone...)&lt;br /&gt;
*{{k|b}} - Found a site and build&lt;br /&gt;
*{{k|q}} - Sheathe your weapon&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;If you want to get a specific item from your backpack to your hand (wield weapon), {{k|p}}ut current item into the backpack, and {{k|r}}emove the other item from the backpack.&lt;br /&gt;
&lt;br /&gt;
{{KReference|Information|&lt;br /&gt;
*{{k|z}} - Status&lt;br /&gt;
*{{k|Space}} - Advance/Clear Messages&lt;br /&gt;
*{{k|a}} - View Announcements&lt;br /&gt;
*{{k|Q}} - Adventure log (tasks, map, et cetera...)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KReference|Food/Sleep|&lt;br /&gt;
*{{k|Z}} - Sleep&lt;br /&gt;
*{{k|e}} - Eat or drink something&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KReference|Time/Weather|&lt;br /&gt;
*{{k|D}} - Date&lt;br /&gt;
*{{k|P}} - Temperature&lt;br /&gt;
*{{k|W}} - Weather and time of day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KReference|Travel Keys|&lt;br /&gt;
*{{k|8|2|4|6|7|9|1|3|↑|↓|←|→}} - Move.&lt;br /&gt;
*{{k|&amp;lt;}} or {{k|&amp;gt;}} - Move into/out of tunnel (respectively).&lt;br /&gt;
*{{k|c}} - Start/stop cloud viewing.&lt;br /&gt;
*{{k|d}} - Visit location.&lt;br /&gt;
*{{k|h}} - Display/hide instructions&lt;br /&gt;
*{{k|m}} - Display/hide map.&lt;br /&gt;
*{{k|s}} - Sneak.&lt;br /&gt;
*{{k|K}} - Display all nearby tracks and strongest odor.&lt;br /&gt;
*{{k|Q}} - Adventure log/information.&lt;br /&gt;
*{{k|Z}} - Sleep/wait.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventure Mode quick reference]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Herbalist&amp;diff=255699</id>
		<title>Herbalist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Herbalist&amp;diff=255699"/>
		<updated>2020-11-12T19:06:24Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255669 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:40, 26 July 2014 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Herbalist&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Plant gathering]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Gather plants&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Still]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Memory&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''herbalist''' skill is used by dwarves with the '''plant gathering''' [[labor]] to gather [[plant]]s and plant growths.  It is also used to gather fruits and nuts from certain [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
== Gathering plants ==&lt;br /&gt;
&lt;br /&gt;
Shrubs and their growths can be gathered by designating them by {{key|d}}→{{key|p}}.  If successful, a herbalist will get a stack of 1 to 5 plants.  Shrubs that have useful growths will always yield one of that growth upon gathering.&lt;br /&gt;
&lt;br /&gt;
Herbalists can also gather plants by designating a gathering zone by {{key|i}}→{{key|g}}.  In this case, they will gather from shrubs, trees and the ground where fruit has fallen, using a [[stepladder]] to reach the tree branches whenever needed.  Gathering zones can be configured to enable or disable all of these.  Trees yield a substantially larger number of growths than shrubs - as many as a stack of 15 in some cases.  &lt;br /&gt;
&lt;br /&gt;
Most fruiting plants will bear fruit only in mid-to-late summer.  Ripening is not yet a feature, so fruits can be used for brewing and eating at any time when they can be gathered.&lt;br /&gt;
&lt;br /&gt;
== Food production ==&lt;br /&gt;
Herbalists are often used to help with food production in an early fortress, as they do not require farm plots or other setup.  While plant gathering is less efficient than [[farming]], it provides a relatively immediate payoff in comparison, especially in a region where fruit trees grow.  Plant gathering is also an excellent way to acquire above-ground plants in order to bootstrap above-ground farming (the only alternative is to wait for a human or elven caravan and hope they brought seeds).&lt;br /&gt;
&lt;br /&gt;
Above ground, this skill works best in areas with thick vegetation like [[forest]]s, where an abundance of fruit-bearing trees and [[shrub]]s grow.  It is less useful in sparsely vegetated biomes like [[Desert|deserts or badlands]], and is completely useless in [[mountain]] and polar biomes which do not have shrubs or trees. Underground, plant gathering can be a high-risk activity in the caverns, and production can be easily outstripped by farms.  However, once a non-dry cavern has been opened, underground shrubs will begin to appear on ''all'' underground soil or muddy tiles.  Herbalists can continue to gather from these to supplement your farming production, at no risk.&lt;br /&gt;
&lt;br /&gt;
The number of plants in the stack that a herbalist gathers depends on skill, the same as with quality levels in earlier versions - for every 'bump' in quality, there is one more plant, starting with 0-1 and capped at 5.&lt;br /&gt;
&lt;br /&gt;
When a herbalist picks some plants, they will carry them to the food stockpile themself, even if their food hauling labor is disabled.  Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths.  When gathering from trees, a herbalist will let the item/stack drop to the ground, to be carried to a stockpile by haulers.&lt;br /&gt;
&lt;br /&gt;
== Gathering seeds ==&lt;br /&gt;
Plants gathered by herbalists can be eaten or processed to provide [[seed|seeds]] which can then be [[crop|planted]] in farms. For this reason, it is popular (if not necessary) to gather above ground plants early in a fort's existence if one wants to grow above ground crops.&lt;br /&gt;
&lt;br /&gt;
==Speed of training==&lt;br /&gt;
Dwarves gain [[experience]] in plant gathering every time they pick over a shrub whether they are successful at harvesting anything or not. Training a completely unskilled dwarf to legendary status in this skill requires the harvesting of 600 plants, and can be done in less than a couple of years. A legendary herbalist not suffering from any [[Skill#Skill_penalties|skill penalties]] will never fail to harvest a stack of four or five [[crop|plant]]s.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mountain_gnome&amp;diff=255698</id>
		<title>Mountain gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mountain_gnome&amp;diff=255698"/>
		<updated>2020-11-12T19:06:12Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255670 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:58, 6 December 2016 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Gnome&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Mountain gnomes''' are weak humanoid [[creatures]] that appear on [[Surroundings#Good|good]] [[mountain]]ous maps. Their intelligence is on par with [[dwarf|dwarves]] and other sentient creatures, but they lack the ability to communicate verbally, one possible reason they haven't formed a [[civilization|civilized society]]. They're a rather long-lived race, with the oldest ones living up to 250 years. In [[adventurer mode]], they're only active during the day.&lt;br /&gt;
&lt;br /&gt;
If you leave [[alcohol|booze]] out in the open, they will steal it, leaving your dwarves [[fun|dying]] of dehydration, but otherwise, they are &amp;quot;harmless&amp;quot;, fleeing if confronted (to the point of running off a [[cliff]] if necessary). Given their small [[size]], they pose no physical threat to any dwarf and can be easily killed by anyone who isn't [[unconscious]], though they are known to scare animals and civilians away when approached.&lt;br /&gt;
&lt;br /&gt;
Gnomes can be easily trapped by placing a single [[forbid|forbidden]] [[barrel]] of booze in a small [[stockpile]] and surrounding the barrel with [[cage]] [[trap]]s. Since gnomes often travel in groups, several layers of cages should be used so that the bait stays untouched. [[Gnomeblight]] is extremely toxic to mountain gnomes, causing necrosis if somehow applied to them. &lt;br /&gt;
&lt;br /&gt;
Their [[evil]] counterparts are the [[dark gnome]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] mountain gnomes for their ''ability to hold liquor''. This is well-founded, as they have an inebriation dilution factor of 500, allowing them to guzzle down entire barrels of alcohol with next to no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Mountain_gnome.png|thumb|center|Admired for its ''ability to hold liquor''.]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
There are many rumors of Gnomes holding the ability of speech. It is said they only speak when out of the presence of other intelligent creatures.&lt;br /&gt;
&lt;br /&gt;
One story follows a gnome that is repeatedly laughing. The gnome then makes an effort to distinguish itself from that of a goblin or an elf. It does so through a variety of actions, from hopping to the left to walking hunched over. The gnome then proceeds to horrifyingly declare, &amp;quot;I'm a gnome, and you've been, Gnomed!&amp;quot;. This tale strikes fear into the hearts of many young dwarves and humans alike.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf&amp;diff=255697</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf&amp;diff=255697"/>
		<updated>2020-11-12T19:05:39Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255671 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|20:51, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Dwarf (mythology)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf.jpg|206px|thumb|This is a masterfully-designed engraving of a Dwarf and a battle axe.]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' (singular, '''Dwarf''') are [[Stupid dwarf trick|&amp;quot;intelligent&amp;quot;]], [[alcohol]]-[[Creature_token#ALCOHOL_DEPENDENT|dependent]], {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventurer mode]]. They are well known for their stout physique and prominent [[beard]]s (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average [[human]], and have a heightened sense of their surroundings. Dwarves live both in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]] and above-ground [[hillock]]s, are naturally gifted [[miner]]s, [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.&lt;br /&gt;
&lt;br /&gt;
Dwarven civilizations typically form (mostly) peaceful, trade-based relationships with [[human]]s and &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elves]], but are bitter enemies with [[goblin]]s and consider [[kobold]]s a petty annoyance. Dwarven babies become [[children]] one year after birth, grow up to become adults at their twelfth birthday, and live to be around 150-170 years of age.&lt;br /&gt;
&lt;br /&gt;
Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot. Note however this is only applicable to player controlled dwarves in fortress mode, as they have access to mounts if they're the invading force of a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Dwarves have the unique feature of appearing differently in the default [[tileset]]s in windowed and full-screen mode. In full-screen mode, their tiles will have little beards ({{Dwarf|7:1|15px}}), which are absent if the game is played in windowed mode.&lt;br /&gt;
&lt;br /&gt;
Dwarves speak the [[Main:Dwarven language|dwarven language]].&lt;br /&gt;
&lt;br /&gt;
Some non-dwarves [[Preferences|like]] dwarves for their ''beards''.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Dwarves are the current default race in fortress mode, as in, the only one that can be played without [[modding]]. As a [[trading]] race, dwarves will send a [[caravan]] every year in [[Calendar|Autumn]]. These merchants will bring back tales of a fortress's [[wealth]] and goods, which will attract [[immigration|immigrant]]s, and the outpost liaison will bring news about the goings on of the world centered mainly on the player's civilization, including results of mayoral elections, flight of various refugee groups from their forts and hillocks during [[war]]s, and replacement of [[monarch]]s if the previous incumbent dies with or without an heir.&lt;br /&gt;
&lt;br /&gt;
Dwarves may occasionally be [[Strange mood|struck by divine inspiration]] and desire to create a [[legendary artifact]], an item of masterful crafting and great value. A dwarf who is successful in this quest will likely become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insanity|insane]]. Dwarves with the dream of creating a great work of art long for a strange mood to strike them.&lt;br /&gt;
&lt;br /&gt;
Dwarves react to stress depending on their [[personality trait]]s; some react with fear or violence unless they've become sufficiently [[discipline]]d (or numbed) to such things, while others will not feel anything unless the stress is particularly personal. When pushed to unhappiness by unfortunate events, dwarves will go into emotional breakdowns depending on their personalities, ranging from [[depression]] to aggressive [[tantrum]]s - it is not uncommon to find tantruming dwarves overturning furniture, injuring others, and generally being rowdy. Paradoxically, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or -- in extreme cases -- on the receiving end of the [[hammerer]]'s corporal punishment, though unintentionally fatal beatings from the fortress guard are not unusual. While older versions of the game were famed for their &amp;quot;tantrum spirals&amp;quot;, where dwarves would enrage each other in a domino effect and destroy the fortress in the process, these are not as common in the current day, though a stressed dwarf is nonetheless a plentiful source of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
Dwarven fortresses exist in adventurer mode, both in their world-generated and player-made forms. They can be a good source of dwarf-sized [[armor]] (as human armor is too large for dwarves).&lt;br /&gt;
&lt;br /&gt;
Most human weapons must be wielded two-handed by dwarves, due to their size, except, of course, the weapons that dwarves can also make.&lt;br /&gt;
&lt;br /&gt;
== Ethics ==&lt;br /&gt;
[[File:Dancing dwarves crayon.jpg|thumb|250px|This is a crayon drawing. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in crayon. The dwarves are laughing. The dwarves are dancing. On the item are signatures of [[Main:ThreeToe|Zach]] and [[Main:Toady One|Tarn Adams]] in crayon.]]&lt;br /&gt;
&lt;br /&gt;
Morally speaking, dwarven [[ethics]] most closely resembles human and elven ethics, agrees somewhat with kobold and [[animal people]] ethics, and disagrees strongly with goblin ethics. Unlike elves, dwarves find the devouring of dead enemies unthinkable, and will not butcher or consume intelligent beings (goblins see this as a personal matter). They are entirely opposed to torture of any sort for any reason, unlike elves, humans, kobolds and animal people (who find certain forms of torture acceptable) and especially goblins, who find all torture acceptable. Dwarves tolerate animal trophies but shun those who keep trophies of sapient beings, and find those who keep trophies of other dwarves appalling. Dwarves find the killing of animals, enemies and plants completely acceptable, unlike elves, kobolds and animal people. An exception to this is the killing of neutral beings, which is sanctioned as long as the killing had been officially ordered. A dwarf found to have participated in assault, theft, trespassing or vandalism will be seriously punished; some crimes such as killing other dwarves, breaking oaths, slavery and treason are punishable by death. On the other hand, lying is considered a personal matter.&lt;br /&gt;
&lt;br /&gt;
Dwarves highly value craftsmanship, and deeply respect law, loyalty, family, friendship, truth, artwork, skill and hard work. They place a certain degree of value on martial prowess, cooperation, fairness, independence, stoicism, commerce, merriment, leisure time and perseverance. They have no respect for nature.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stones]], and pass their time fabricating costly weapons and armor. They are famed miners and smiths, although, like humans, they can specialize in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species' natural craftsmanship. For instance, dwarven smiths created some of the greatest and most powerful items of mythology, which inspired the in-game [[strange mood]]s and [[legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
== Community outlook ==&lt;br /&gt;
Dwarves have accumulated a reputation among players for being slow-witted, although to be fair, this is more a function of the game itself (and certain consequences thereof) than it is the fault of the dwarves. The instances of dwarven stupidity are numerous; examples include [[dodging]] into thin air (off of cliffs and into [[river]]s), never accounting for [[water]] [[flow]] (and being swept off of [[waterfall]]s to a watery grave several [[z-level]]s below), always taking the easy [[path]]s (even through a pond [[syndrome|poisoned]] with toxic [[forgotten beast]] blood), climbing across tree branches and falling into the lakes or ponds the branches hang over, building [[construction]]s from the wrong side (trapping themselves within), [[channel]]ing the floor one &amp;lt;s&amp;gt;is&amp;lt;/s&amp;gt; was standing on, wandering off to do dangerous things ([[web|collecting webs]] when a [[giant cave spider]] is visibly lurking), and generally disregarding dangerous circumstances (carrying back friendly [[corpse]]s even when the goblins that have rendered them horizontal are a mere two feet away).&lt;br /&gt;
&lt;br /&gt;
The problem was compounded by dwarven touchiness in previous versions of the game; they easily became depressed, throwing tantrums that spiraled out of control for what seemed like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably led to players' emphasis of the &amp;quot;dwarfy&amp;quot;: failsafe design, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather than bending it to their will.&lt;br /&gt;
&lt;br /&gt;
In accounts of exploits or [[fun]], the generic name [[main:Urist|Urist]] is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.&lt;br /&gt;
&lt;br /&gt;
== Myths concerning dwarves ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Category|E for &amp;lt;s&amp;gt;Elf&amp;lt;/s&amp;gt; Hippie}}&lt;br /&gt;
Dwarves, much like the Biblical hero Samson, actually gain their strength from their beards. (Think back to Gimli, of Jackson's LOTR; &amp;quot;NOT THE BEARD&amp;quot;). There is some speculation among philosophers and biologists of other species whether there is a connection between alcohol and the near godlike properties dwarves exhibit, to which most dwarves respond with a roaring cascade of laughter, before bashing the offending creature's head in and chuckling, &amp;quot;''is'' there a connection?&amp;quot;, while suddenly deciding to create an artifact due to the unexpected boost in happiness.&lt;br /&gt;
&lt;br /&gt;
This brings us to the question of why dwarves become sad when they see a fellow dwarf killing a creature. In this, most species are only partially correct in the assumption that the dwarf regrets the loss of life. The real reason dwarves become upset, occasionally becoming melancholic and often throwing fits, is due to the regret that THEY were not the cause of said loss of life. This is especially true when the creature slain belongs to one of the following categories, in ascending order of amount regretted:&lt;br /&gt;
      A) &amp;quot;LnT&amp;quot;    Large and Threatening&lt;br /&gt;
      B) &amp;quot;SCnI&amp;quot;   Small, Cute and Innocent&lt;br /&gt;
      C) &amp;quot;FB&amp;quot;     Forgotten Beast (titans, demons and other large &amp;quot;fun&amp;quot; included here)&lt;br /&gt;
      D) &amp;quot;g&amp;quot;      Goblins&lt;br /&gt;
      E) &amp;quot;k&amp;quot;      Kobolds&lt;br /&gt;
      Z) &amp;quot;ë&amp;quot;      Elves&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|MOUNTAIN}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblin&amp;diff=255696</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblin&amp;diff=255696"/>
		<updated>2020-11-12T19:05:26Z</updated>

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[[File:Goblin riding beak dog crayon.jpg|thumb|200px|A goblin riding a beak dog, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
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'''Goblins''' are intelligent, evil, aggressive humanoid [[creature]]s that live in [[dark pit]]s, and are the main opponent in [[fortress mode]]. They often establish settlements in [[dark fortress]]es within regions touched by evil, though it may be hard for some to imagine that goblins are capable of building those obsidian monoliths. They quickly become a threat to the great majority of fortresses - except some [[island]] or [[mountain]] forts.&lt;br /&gt;
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Goblins will start harassing a fortress early in its life, first with [[Thief#Goblin snatchers|babysnatchers]], and later with [[siege]]s. Goblin babysnatchers carry a bag for their purpose. Their soldiers are commonly armored with [[copper]] and [[iron]] [[armor]], and armed with copper, iron and [[silver]] [[weapon]]s, generally with no quality levels unless on weaponmasters, and also typically accompanied by other creatures, such as other humanoids they have successfully kidnapped, [[troll]]s and [[beak dog]] mounts. Their items can be a valuable source of metals for fortresses that embarked in metal-scarce areas (leading some players to refer to the plunder from a defeated goblin attack as [[goblinite]]). Defeating a majority of an attacking force usually sends the rest of them running.&lt;br /&gt;
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Goblins are immortal beings, dying only to violence and disease. For [[Demon|spoiler]] reasons, they also have no need for sustenance and never need to eat or drink, despite being carnivorous.&lt;br /&gt;
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Goblins speak the [[goblin language]].&lt;br /&gt;
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Some &amp;lt;s&amp;gt;traitors&amp;lt;/s&amp;gt; [[dwarves]] [[Preferences|''like'']] goblins for their ''terrifying features''.&lt;br /&gt;
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==Ethics and values==&lt;br /&gt;
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{{Minorspoiler}}&lt;br /&gt;
[[File:goblin_preview.jpg|thumb|160px|left|Green and heartless.]]Goblins show the least concern for [[ethics]] out of any race in the game, with the sole exception being that treason is punishable by death (which currently has no effect on successful attempts to bump off a leader). It appears that goblins do not enforce punishment, but instead simply ignore crimes and leave any punishment to be determined by the parties involved. It is because of their acceptance of controversial acts that goblins become enemies with nearly every other race. For example, goblins find the torture of animals, the butchering and consuming of sapient beings, oath-breaking, and general malice acceptable or consider it a personal matter.&lt;br /&gt;
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Goblin civilizations are created when a particular uniquely powerful [[demon]] escapes the [[Underworld]]. Such demons remain in charge until they're killed or otherwise defeated, in which case normal goblins will take their place. This could imply the reason behind their particular (lack of) ethics. Goblin civilizations in fact require these demons to appear in worldgen - should you use [[advanced world generation]] to forbid demons in your world, the goblins will be locked away in the Underworld in their place, and will remain there until they are freed by a civilization digging too deep.&lt;br /&gt;
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Goblins consider power to be of the utmost importance. They also value cunning, independence and martial prowess. Goblins dislike peace, perseverance, hard work, tranquility, cooperation, tradition, decorum and friendship. They don't value loyalty, introspection, eloquence, harmony or nature at all. Goblins abhor law, truth, self-control, fairness and sacrifice.&lt;br /&gt;
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==Behavior==&lt;br /&gt;
Goblins are normally not playable in [[adventurer mode]], as the player isn't able to make adventurers from their civilizations. However, you may be able to play as one if populations of goblins have been absorbed into dwarven, human or elven civilizations during worldgen, though as noted, they will not actually ''belong'' to the actual goblin civilizations, meaning your goblin and the others will be hostile to one another. &amp;quot;Goblin&amp;quot; settlements will sometimes be completely goblin-free, having been displaced by the descendants of children that were captured in ages past. In this respect, whilst they're a goblin ''faction'', they're populated purely by unfortunate prisoners and other brainwashed humanoids.&lt;br /&gt;
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While aggressive, goblins are notably cowardly. Although they're brutal and sadistic, they will not hold the line against a superior force and are more than willing to sacrifice their wounded comrades in a badly organized retreat. Their strength generally comes from pure numbers, as they're usually weaker than a dwarf one-on-one (a notable exception is their weapon lords and masters, who can be VERY talented in warfare.)&lt;br /&gt;
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==Community outlook==&lt;br /&gt;
Out of the non-player races, the goblins are the ones the player interacts with the most, given the fact they're the ones that are always hostile and eager to attack you. Compared to [[Elf|elves]], goblins can actually be a threat to a fortress, and an unprepared player can easily lose all their dwarves by being overwhelmed by the greenskin tide. However, their tendency to run off when outmatched as well as a general feeling of dwarven superiority has led to the goblins gaining a reputation of being cowardly little bastards who rely on sheer numbers to match the might of a dwarven warrior. As the main enemies of the dwarves, goblins make for perfect target-practice in [[fun]] projects.&lt;br /&gt;
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The community plays most of their evil acts for laughs (such as implying baby-snatchers are trying to ''save'' dwarven children from their [[Stupid dwarf trick|unhinged]] parents), and generally treats them as being equivalent to ineffectual cartoon villains who can't ''quite'' get anything done properly. A goblin will generally be treated more favorably than an elf, though; despite goblins wanting dwarves dead out of pure malice, the antipathy the community has with the elves comes from their awful, stuck-up attitude, which goblins actually lack entirely. They're evil, but they're not jerks.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Despite their bloodthirsty, selfish, unsympathetic and cruel nature, goblins are also recognized as a benevolent and merciful race in some aspects. Goblin Baby-Snatchers claim moral superiority by rescuing innocent lives from the slavery of making [[finished goods|rock trumpets]] until they are eaten by a [[giant cave spider]]. Atrocities such as the so-called [http://www.bay12forums.com/smf/index.php?topic=91093.0 dwarven day care] institution also spur snatchers to rescue the children from constant abuse. Goblin [[siege]]s are considered to be a form of mass mercy-killings, as a fort can die in the most horrific of ways, such as [[tantrum spiral|social disagreement]]s, an infestation of [[Cat|parasitic organisms]] (some [[Noble|masquerading as dwarve]]s) or worst of all: a visit from the [[Underworld|circus]]. And goblins who are friendly towards dwarves have been observed after de-transforming from a werebeast.&lt;br /&gt;
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In addition, dwarven science&amp;lt;sup&amp;gt;[Citation needed]&amp;lt;/sup&amp;gt; has proven that the violence between goblins and dwarves does, in fact, start on a purely instinctual level. Leaving a goblin and dwarven child locked in a room together will result in them kicking, punching, and biting each other to death the moment they notice each other. Whether this natural animosity stems from uncounted centuries of war, or opposing viewpoints on the treatment of children has yet to be determined.&lt;br /&gt;
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Despite being mortal enemies of the dwarves, goblins are still infinitely better than the despicable [[Elf|tree-hugging hippies]].&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
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{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|EVIL}}}}&lt;br /&gt;
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		<author><name>Teneb</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=255695</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=255695"/>
		<updated>2020-11-12T19:05:04Z</updated>

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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
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Elven caravans arrive in late spring, bringing only [[plant]] and [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. &lt;br /&gt;
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During [[trade]], elves will '''not''' accept wood, wooden items, or any goods [[Decoration|decorated]] with wood. This includes ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production. (Dwarves cannot normally decorate objects with wood, but other civilizations can, so be careful with objects with decorations) Elves bring their own &amp;quot;grown&amp;quot; wooden items - those were presumably produced without cutting down trees. They will accept elf-made wooden items in trade, but not wooden items made by anyone else. Be careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s - if the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot. You may also steal from them or even kill/torture them without fear of repercussion: merchants will not resist if you seize their goods and will not competently fight back if attacked.  They will generally '''accept''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, [[totem]]s, and even plants, as well as animals in trade, as long as those are not held in dwarf-made wooden cages, and also ''raw'' clear glass and ''raw'' crystal glass, even though these are made using [[pearlash]], and ash-[[glaze]]d items.  Despite the name, petrified wood is a kind of stone and therefore acceptable in their precepts. (Apparently it's okay if the tree died of natural causes a long time ago.)&lt;br /&gt;
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Offending elves by attempting to trade wooden items normally causes them to refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
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They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically immortal and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
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Some &amp;lt;s&amp;gt;stupid, useless, treefondling traitors&amp;lt;/s&amp;gt; dwarves [[Preferences|like]] elves for their '''grace'''.&lt;br /&gt;
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[[File:Lafo-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
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==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
The elven diplomat will arrive approximately halfway through the first month in spring. At some point the diplomat may revisit your fortress to establish a treecutting quota.&lt;br /&gt;
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[[File:Tree-meeting-1.png]]&lt;br /&gt;
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Although the first screen lists a quota of 100 trees, accepting this offer leads to a negotiation phase, where the limit may be different from 100.&lt;br /&gt;
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[[File:Tree-meeting-2.png]]&lt;br /&gt;
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[[File:Tree-meeting-3.png]]&lt;br /&gt;
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If the player agrees to a treecutting meeting, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.&lt;br /&gt;
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[[File:Tree-meeting-4.png]]&lt;br /&gt;
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Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. Also note this quota also affects subterranean mushrooms like [[tower-cap]]s and [[fungiwood]]s, as despite being fungi, the game classifies them as trees.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
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List of what you can expect in an average elven caravan:&lt;br /&gt;
*Wooden logs: Always useful, unless you are in a forest biome and already drowning in wooden logs. Quantity depending on how many logs you have already; lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
*Fruits and various other growths from [[tree]]s. Can be made into alcohol or eaten, good for booze variety. Elves can bring a lot of plants and fruit that are otherwise not native to your fort.&lt;br /&gt;
*Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These all are useful, though generally are easy enough to make locally.&lt;br /&gt;
*Soil types: [[sand]] in bags, various types of [[clay]]. In case you have no sand or clay, those are useful. Keep in mind that they don't bring enough of either for long-term, mass production.&lt;br /&gt;
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.&lt;br /&gt;
*A few aboveground tame animals in wooden cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring the animals they get from their biome, so you may be able to guess what they will bring next. For that matter, elves installed on savage tropical lands are the best. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
*Caged tame [[vermin]], which have no real use aside from putting in a [[zoo]], or if you want more cages.&lt;br /&gt;
*Rope reed or other plant cloth [[clothing]], mildly useful if you are lacking clothing and haven't bothered setting up a clothing industry, although you may not deem it dwarven enough to wear.&lt;br /&gt;
*Wooden [[crutch]]es and [[Health_care#Splints|splint]]s, which are pretty handy for [[health care]] if you didn't make any.&lt;br /&gt;
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or are restricting yourself to wooden weapons.&lt;br /&gt;
*Craft goods, such as toys or cups. Typically, it isn't necessary to buy these since dwarves can make all that they need on their own, but elves might carry [[instrument]]s that dwarves cannot make.&lt;br /&gt;
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All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussion. Otherwise they are identical to the wood that you can produce.&lt;br /&gt;
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==Ethics==&lt;br /&gt;
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[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
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Elven [[civilization]] [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
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As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed those poor souls' lives, and you may not get migrants.&lt;br /&gt;
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Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable. On the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment. As such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, breaking oaths, assault or participating in slavery are forced into exile.&lt;br /&gt;
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Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
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Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
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==Community outlook==&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. Unlike goblins, however, elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia. Because of this, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one. If a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.&lt;br /&gt;
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The elves' nigh-religious devotion for trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. Unlike most other fantasy settings, ''Dwarf Fortress'' elves don't really have any redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, aren't good smiths, and don't have any superhuman abilities beyond biological immortality), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew toys.&lt;br /&gt;
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Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well known and beloved characters.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
*Elven caravans do not bring cloth, seeds or booze, and rarely bring grown wooden logs.{{bug|7863}}&lt;br /&gt;
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{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kobold&amp;diff=255694</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kobold&amp;diff=255694"/>
		<updated>2020-11-12T19:04:52Z</updated>

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[[File:Kobold KQ.png|thumb|left|A kobold drawn by Toady One, from ''Kobold Quest'', which also serves as their DF look.]]&lt;br /&gt;
'''Kobolds''' are small [[creature]]s adept at [[Thief|thieving]] that try to infiltrate your fortress and steal valuable items, running away once discovered. They are officially described as &amp;quot;small mammaloreptilian humanoids with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding&amp;quot;.&lt;br /&gt;
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Kobolds arrive at your fortress in sneak mode, preventing you from seeing them. Spotting a sneaking creature is based on how high the spying creature's [[observer]] skill is; the higher it is, the farther away the sneaking creature will be spotted, but if a kobold is passing next to a dwarf or animal it will be revealed, too. They can swim in from rivers, &amp;lt;s&amp;gt;go boldly through&amp;lt;/s&amp;gt; sprint straight through locked [[door]]s, and are [[Trapavoid|unaffected]] by [[trap]]s. If the kobolds are successful in multiple thieving attempts, they will grow &amp;lt;s&amp;gt;ko&amp;lt;/s&amp;gt;bolder and send squads of armed kobolds to [[Ambush|raid and pillage]] your apparently-defenseless fort.&lt;br /&gt;
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Kobolds are very weak in battle, however, as they are much smaller than dwarves and most hits will likely cause severe injuries to them; even basic punches will often cave in their heads. They tend to wield knives and [[dagger]]s as they are often too small to wield larger weapons, so they have a hard time piercing even rudimentary [[armor]]. The abovementioned attack squads also arrive in sneak mode and will ambush any dwarves and traders on the map. Kobolds are observed to have access to '''all''' metals, including [[steel]] (seemingly, a fallback triggered due to them not being given access to any metals at all). This doesn't seem to manifest itself in fortress mode, however, and they are almost always seen with only [[copper]] equipment.&lt;br /&gt;
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Kobolds are [[egg]]-layers, giving birth by laying 1-2 eggs at a time. [[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240 explained] the game's kobolds were primarily inspired by ''Dungeons &amp;amp; Dragons'', which portrays kobolds as reptiles, though DF's own kobolds are more akin to tiny brown-skinned goblins who can lay eggs.&lt;br /&gt;
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Kobolds speak in [[Main:Kobold language|unintelligible utterances]], being completely unable to communicate with anyone but each other.&lt;br /&gt;
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Some dwarves [[Preferences|like]] kobolds for their ''mischief''.&lt;br /&gt;
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[[File:kobolds_preview.jpg|thumb|190px|right|Slightly DnD-based kobolds.]]&lt;br /&gt;
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==Ethics==&lt;br /&gt;
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The [[ethics]] of kobolds can be considered the most primitive, besides those of [[goblin]]s (which are basically non-existent). Generally, kobold morals are based on a tribal system of loyalty, with some exceptions such as an opposition to the devouring, butchering or consuming of intelligent beings, slavery, possession of trophies and to most forms of torture (except torture for sport). The moral focus on loyalty makes treason unthinkable among kobolds. Kobolds do not offer much in the form of punishment for crimes: assault is considered a personal matter, while a kobold found to have killed one of their own is forced into exile. &lt;br /&gt;
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Kobolds consider cunning to be incredibly important, and also value nature, cooperation and perseverance. They, however, do not understand the concept of music, have very little empathy and are forgetful, probably due to death being commonplace in kobold society, so it is unwise to remember or care about loved ones for too long.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Kobolds are commonly known to congregate in small to medium sized groups, primarily inside [[cave]]s. The site layouts are a little more involved than the up-down natural caves, spreading out over a few z-levels with some traps, guard posts, living chambers, animals, eggs and stolen objects. Kobolds use a specific entity animal definition to keep as pets any creatures in the surrounding environment that are in the poisonous class which do not have the mammal class - in practice, this leads to scary pit rooms filled with [[giant cave spider]]s and [[rattlesnake]]s. Kobolds always store items they have stolen in a trophy room.&lt;br /&gt;
&lt;br /&gt;
However, they may also camp outdoors, (EX: http://www.bay12forums.com/smf/index.php?topic=74802.0) living exactly as they do in caves, in a large group with piles of random [[jewelry]] and [[gem]]s all around them. Assuming you can get past the kobolds, this wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. Amusingly, they can and will attack kobold thieves that wander onto the map, which instantly triggers a [[loyalty cascade]] amongst every member of the camp, sparking a brutal and bloody civil war in which both sides try their level best to kill the other, often with their bare hands. Interestingly enough, one of the sides on the loyalty cascade will appear as hostile to your dwarves, while the other will appear as friendly. If the friendly kobolds win this civil war of sorts, you will be able to wander into their camp and take all their stuff, or, if you are feeling particularly generous, build a little something for them. Sadly, this above-ground camp will almost certainly be exterminated by the first goblin siege.&lt;br /&gt;
&lt;br /&gt;
The fact that kobolds are unable to communicate with other races makes them hostile to anyone in either mode, including a kobold adventurer. Despite being a major race in the game, they do not conduct [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==&lt;br /&gt;
Unlike other races, there are two large stereotypes associated with the kobolds by players: some see them as little more than vermin who only exist to annoy, and as such they go to great lengths for the chance to catch and kill kobold thieves. &lt;br /&gt;
&lt;br /&gt;
The other, arguably more prominent sterotype, however, treats kobolds as small, cutesy creatures who are endearingly stupid in their attempts to steal your trinkets, and as such gain great amounts of sympathy. These are typically given the name of &amp;quot;cutebold&amp;quot; (with the ''DF'' community possibly being responsible for creating the term) and are depicted as small, flappy-eared dog or lizard people rather than their canon &amp;quot;smaller brown goblin&amp;quot; look, who like rubbing their noses to display affection and are about as smart as an actual dog or lizard. Cutebolds are typically treated as being incredibly innocent, childish and ineffectual, which brings up interesting connotations when they interact with the gruff, hardy and [[fun]] dwarves. Whether they fall into &amp;quot;too cute to kill&amp;quot; or &amp;quot;just the right amount of cute that makes them VERY killable&amp;quot; is another matter entirely.&lt;br /&gt;
&lt;br /&gt;
== Playing as kobolds ==&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are the only unplayable race out of the five main races. By modding, however, kobolds can be played in both fortress and adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Adventure mode ===&lt;br /&gt;
&lt;br /&gt;
There are two methods for allowing kobolds to be playable as adventurers. By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well. The other method is by adding {{tt|[OUTSIDER_CONTROLLABLE]}} to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, which allows them to be played as outsiders from any site.&lt;br /&gt;
&lt;br /&gt;
Kobolds start off with less-than-standard equipment (backpack, loincloth, weapon).&lt;br /&gt;
&lt;br /&gt;
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. If you wish to change this behaviour, you will have to remove that tag.&lt;br /&gt;
&lt;br /&gt;
=== Fortress mode ===&lt;br /&gt;
&lt;br /&gt;
Kobolds can become a playable race in fortress mode if {{token|SITE_CONTROLLABLE|e}} is added to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}. They cannot start with picks or axes, nor many of the skills needed to found a 'fortress' besides mining. While they can start with the materials to start a small metal mining industry to build those, they are considered foreign weapons, and so cannot be built. Your kobold citizens are also considered pets and/or livestock by the game, and their labor preferences cannot be changed, due to lacking {{token|CAN_SPEAK|c}}. They can start with spears, short swords, bows, and large knives, but cannot form military squads, due to lacking any defined positions (including militia positions). Making this race playable requires a moderate amount of game file editing, with the following as a bare minimum to make them playable:&lt;br /&gt;
&lt;br /&gt;
* Position tokens such as an equivalent to an expedition leader, or any other position capable of appointing militia commanders and other added utility positions.&lt;br /&gt;
* Picks and axes must not only be added to the entity's list of available items, but also have their minimum size to wield lowered. Alternatively, smaller versions can be added (stone axes, being tools rather than weapons, won't work{{bug|9738}}).&lt;br /&gt;
* Kobolds ''require'' the use of {{tt|[CAN_SPEAK]}} or else they will count as pets that can't be controlled properly (but not if you have dfhack labors or Dwarf Therapist). This can still be used alongside {{token|UTTERANCES|c}}.&lt;br /&gt;
* Kobold caravans (and thus, more migrants) will not arrive unless pack animals are added, either via the {{tt|[COMMON_DOMESTIC_*]}} entity tokens or the {{token|ANIMAL|e}} entry.{{v|0.44.01}}&lt;br /&gt;
* Swapping the progress triggers of dwarves and kobolds is strongly recommended, lest you risk a small chance of a dwarven siege during your first autumn.&lt;br /&gt;
&lt;br /&gt;
==== Mods ====&lt;br /&gt;
&lt;br /&gt;
Multiple examples of Kobold Camp mods exist, generally descended from or influenced by [http://dffd.bay12games.com/file.php?id=1975 this version] or [http://dffd.bay12games.com/file.php?id=2071 its successor]. A more recent version for 47.1-47.4 can be found [http://dffd.bay12games.com/file.php?id=14755 here]. [[Masterwork:Main Page|Masterwork]] also contains an (out-of-date) version of the latter. The original is the closest to a vanilla kobold experience, while the other two restrict kobolds to wooden weapons and digging in soil only. There is also [[User:Valos/Kobold_Kamp|Kobold Kamp]] that settles on a stone-age flavor with some expansions, and remains actively updated.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|SKULKING}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=255693</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=255693"/>
		<updated>2020-11-12T19:04:33Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255676 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:28, 28 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:civs.jpg|thumb|330px|right|Many, many ancient civilizations.]]A '''civilization''' (also known as an '''entity''') is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[Personality trait#Beliefs|value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].&lt;br /&gt;
&lt;br /&gt;
Only dwarven civilizations are currently playable by default; to play as other civilizations requires [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. ''Especially'' trees. Harming plants (most importantly, trees) is considered an unspeakable crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal people===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground, and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
*{{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
*{{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
*{{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
*{{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
*{{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
*{{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
*{{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
*{{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization, you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*The dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
If your dying civilization has no sites, but isn’t being treated as dead, it may be because remaining historical populations (often nobles/monarchs) remain behind at a ruined site, possibly because their status as nobles prevents their migration. If having trouble creating a dead civilization, going to some ruins in Dwarf or Adventure mode, then killing the site’s residents, may kill the civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
As of version 44.11, there exist 7 information screens in the [[Civilization and World Info]] screen: World, Missions, News and Rumors, People, Artifacts, Holdings and Tribute, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the [[Civilization and World Info]] menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the [[Civilization and World Info]] screen  (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery. ([[DF2014:Mission|Mission Page]])&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be accessed from the [[Civilization and World Info]] menu by pressing {{k|n}}.  Display items include:&lt;br /&gt;
* Armies and settlers on the move as moving dots (The dots start at one location and move to a destination)&lt;br /&gt;
* O - Towns that were conquered&lt;br /&gt;
* A - Red: Towns that were attacked &lt;br /&gt;
* A - Yellow: An artifact's last known location&lt;br /&gt;
* R - Refugees fleeing an army&lt;br /&gt;
* P - Political event&lt;br /&gt;
&lt;br /&gt;
===People and Artifacts===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the [[Civilization and World Info]] menu.  It lists the recoverable missing citizens, as well as prisoners in other [[site]]s that you may rescue yourself, and the Artifacts view can be accessed by pressing {{k|a}}, listing all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization and World Info]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|6:4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|6:4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|6:4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins. If you view your trade agreements with a civilization you are at war with the imports will be terror and the offerings will be vengeance. Do note that it is possible to be at war with your own civ, this is often caused by [[Mission|raids]].&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily ''close'' neighbors, they are merely civilizations that have been contacted by yours. Your civilization may have connections with another civilization that is found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
===Holdings and Tribute===&lt;br /&gt;
Pressing {{k|h}} will change the world tab to a map-like version. You can press {{k|l}} for the legend. Each civilization will have its own symbol surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color. Your tributaries will be a {{Tile|T|0:7:0}} surrounded by gray. Occupied tributaries will be an {{Tile|O|0:5:0}} surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an {{Tile|E|0:2:0}} surrounded by green.&lt;br /&gt;
[[File:HoldingsandTribute.png|thumb|right|A world on the Holdings and Tribute tab]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Entity token]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Civilizations can be struggling, even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}} &lt;br /&gt;
* Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=255692</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=255692"/>
		<updated>2020-11-12T19:03:19Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255677 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:27, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization.&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors leave after they complete all of their activities.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
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Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
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=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
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[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
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=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
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Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
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=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
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=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes they are [[agent]]s assuming fake identities in order to scout your fortress for items of value.&lt;br /&gt;
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== Questers ==&lt;br /&gt;
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[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
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== Secret agents ==&lt;br /&gt;
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[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
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== Petitioning ==&lt;br /&gt;
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Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
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=== Long-term residency ===&lt;br /&gt;
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Visitors can petition to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
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When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, and perform other activities. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
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Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
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=== Citizenship ===&lt;br /&gt;
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Long-term residents can apply for citizenship after living in the fort for about two years. Accepting it will allow labors and occupations assigned to them.&lt;br /&gt;
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To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the {{k|l}}ocations menu, and on the first screen, select their name from the fort-wide occupation list, press {{k|Enter}} to reassign, and choose {{DFtext|Nobody|6:1}}. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
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[[Category:DF2014:Fortress mode]]&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=255691</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=255691"/>
		<updated>2020-11-12T19:03:08Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255678 by 168.216.12.16 (talk)&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|18:33, 6 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[Interaction_token#I_SOURCE|secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s.&lt;br /&gt;
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==The Origin of Necromancers==&lt;br /&gt;
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[[File:necromancer_preview.jpg|thumb|250px|right|''Art by ChrisCold''.]] Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]] and [[Creature_token#CAN_LEARN|can learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized [[animal people]]. At some point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the  {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice one or more fellow immortality-seekers, who will obtain the knowledge of their master.&lt;br /&gt;
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==Description==&lt;br /&gt;
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Having mastered the secrets of life and death, necromancers have reached their goal of immortality, in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY}} is raised by 50, while their {{token|TRUST}} is lowered by 50.&lt;br /&gt;
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The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal - different secrets will yield different powers.&lt;br /&gt;
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== Secrets ==&lt;br /&gt;
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Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to &amp;quot;ghoulify&amp;quot; a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves.&lt;br /&gt;
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=== Raise corpse ===&lt;br /&gt;
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Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP}} token or are attached to body parts which do ([[skin]], and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
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{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
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Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NON_LIVING}}.&lt;br /&gt;
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=== Raise intelligent undead ===&lt;br /&gt;
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Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name &amp;quot;undead&amp;quot; never quite appears as such in the game – instead, a procedurally-generated name like &amp;quot;lost butcher&amp;quot; or &amp;quot;risen zombie&amp;quot; is used. These undead have special powers but won't be enslaved or opposed to life. In Fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens if they were citizens when they died. It also means putting necromancers in military squads very risky, as they might accidentally revive your enemies with fun new powers. In Adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.&lt;br /&gt;
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=== Summon [[nightmare]]s/[[bogeymen]] ===&lt;br /&gt;
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Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will &amp;quot;call upon the night&amp;quot; to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.&lt;br /&gt;
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=== Ghoulification ===&lt;br /&gt;
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Certain necromancers may also turn living creatures into [[thrall]]s, similar to those generated by evil clouds. The victims will be said to have &amp;quot;been infected with a contagious ghoulish condition&amp;quot;. In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power. {{verify}}&lt;br /&gt;
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== In world generation ==&lt;br /&gt;
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During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few intelligent undead as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower. Other, smaller structures may also be found next to the tower, typically small pyramids or buildings containing items and undead (but not slabs) which, like the tower they're built around, cannot be traveled through in adventure mode.&lt;br /&gt;
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During world generation, necromancers may conduct experiments on civilians, turning them into night creatures similar to [[intelligent undead]]. Like intelligent undead, the names of these [[experiment]]s are procedural. Unlike intelligent undead, however, necromancer experiments will also have altered appearances (e.g. feathers, 3 eyes, horns) and can often be controlled in [[Adventurer_mode|adventure mode]]. Necromancer experiments can sometimes be [[Building_destroyer|building destroyers]], making them fully capable of bashing down your doors and toppling your workshops. Eventually, necromancer experiments will leave the necromancer that made them and join other civilizations. In older worlds many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.&lt;br /&gt;
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During world generation, necromancers can turn intelligent creatures into [[infected ghoul]]s, the ghouls can then be found around necromancer towers, necromancers can only make ghouls in history, it is not currently possible to turn a creature into a ghoul in adventure mode.   &lt;br /&gt;
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Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE}} tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will become a necromancer. Like the slab, all(''first-edition'') books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the &amp;quot;Codices and scrolls&amp;quot; list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave. (Note: &amp;quot;the End can&amp;quot; also turn up in mundane titles as well, typically as part of the phrase &amp;quot;after the end&amp;quot;)&lt;br /&gt;
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Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer themself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective. The abilities of intelligent undead and necromancer experiments often further complicate combat.&lt;br /&gt;
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It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
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Necromancer towers spread death-aligned [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.&lt;br /&gt;
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Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Due to their ability to amass large armies quickly, Necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds. &lt;br /&gt;
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==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
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Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within that distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or amrmies of experiments to attack you, sometimes stealthily acompanying their minions.&lt;br /&gt;
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The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.&lt;br /&gt;
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If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid game for a clobbering. &lt;br /&gt;
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Necromancers that are idle during a siege used to occasionally start [[campfire]]s.&lt;br /&gt;
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===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
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===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
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Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers do not appear to revive stuff.  You must put necromancers on a restraint afterwards if you want them to be able to.&lt;br /&gt;
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They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
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Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, necromancers are very [[fun]].&lt;br /&gt;
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Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down tremendously for it to be worth it.  They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.&lt;br /&gt;
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Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.&lt;br /&gt;
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===Visitors or immigrants===&lt;br /&gt;
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Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, schemeing something). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf - this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.&lt;br /&gt;
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==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death, however.&lt;br /&gt;
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It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
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So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
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So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
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* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
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* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a necromancer is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
&lt;br /&gt;
* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
* '''6. Leapfrog'''&lt;br /&gt;
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explodes into gore, collapses into gore, or otherwise is pulped via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily-replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time.  However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
==[[Object testing arena]]==&lt;br /&gt;
Necromancy can be assigned to any creature by simply changing the &amp;quot;effect&amp;quot; of the spawned creature to &amp;quot;necromancer&amp;quot; by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.&lt;br /&gt;
&lt;br /&gt;
For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the &amp;quot;independent&amp;quot; team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed just to fight it again, which can happen over and over in an endless loop - all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome-inducing materials) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate tokens.&lt;br /&gt;
&lt;br /&gt;
It is also possible to improve the number of necromancers, and therefore towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0, http://www.bay12forums.com/smf/index.php?topic=161352.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly improves the ability to discover the secret of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.&lt;br /&gt;
&lt;br /&gt;
Doing this for all races with massive population amounts in your world will ensure that towers, and therefore undead, are present in large numbers for more [[fun]]. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|interaction_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:SECRET]&lt;br /&gt;
		[IS_NAME:the secrets of life and death]&lt;br /&gt;
		[IS_SPHERE:DEATH]&lt;br /&gt;
		[IS_SPHERE:NIGHTMARES]&lt;br /&gt;
		[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
		[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:MORTAL]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
			[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Raise damned butcher]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_UNDEAD_RES_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon bogeymen]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:100]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon nightmare]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:12000]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Create ghoul]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[I_EFFECT:ANIMATE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RAISE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Propel away]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
				[CDI:TARGET:B:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:B:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:make a flicking motion:makes a flicking motion:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
		[I_TARGET:B:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:PROPEL_UNIT]&lt;br /&gt;
		[IE_PROPEL_FORCE:100000]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[EXPERIMENT_ONLY]&lt;br /&gt;
	[I_SOURCE:EXPERIMENT]&lt;br /&gt;
		[IS_HIST_STRING_1: infected ]&lt;br /&gt;
		[IS_HIST_STRING_2: with a contagious ghoulish condition]&lt;br /&gt;
		[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
		[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
		[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the ghoulish condition]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:GHOUL]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=255690</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=255690"/>
		<updated>2020-11-12T19:02:47Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255679 by 168.216.12.16 (talk)&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|07:11, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
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'''Demons''' {{Tile|&amp;amp;|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Assdemon.png|thumb|right|300px|&amp;quot;Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]Demons inhabit the Underworld. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The number of different types of demon created during world generation is closely related with world size, and it can be directly controlled with [[advanced world generation]] - a world generated with &amp;quot;{{tt|Number of Demon Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any demons in it.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons, and roughly a half of non-unique ones, possess intelligence ([[Creature token#CAN_LEARN|&amp;lt;code&amp;gt;[CAN_LEARN]&amp;lt;/code&amp;gt;]] + [[Creature token#CAN_SPEAK|&amp;lt;code&amp;gt;[CAN_SPEAK]&amp;lt;/code&amp;gt;]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open the Underworld; the amount spawned can range from 10 to over 100. Demons inhabiting the Underworld spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of the Underworld spawn in limitless numbers. As long as the Underworld is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.&lt;br /&gt;
&lt;br /&gt;
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all demons, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capacities of an ordinary dwarf.&lt;br /&gt;
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Demons of each species can be all genderless, all male or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed, and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for a given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder.&lt;br /&gt;
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Due to their somewhat spoilery nature - new players are unlikely to know they exist, creating [[Fun|much surprise]] when they inevitably dig too deep - veteran ''Dwarf Fortress'' players tend to hide the existence of demons by giving them nicknames, the most famous being '''Hidden Fun Stuff''' and '''clowns''', with the Underworld being their &amp;quot;circus&amp;quot;. Unique demons (see below), as extension, are usually referred to as the '''ringleaders'''.&lt;br /&gt;
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Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.&lt;br /&gt;
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== Their interaction with the world ==&lt;br /&gt;
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Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] matching that particular demon's [[sphere]] through a ritual conducted with an [[artifact]] [[slab]]. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] - each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblins being locked away in the underworld until a dwarf civilization digs too deep. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them - most specifically, species with the {{token|PET_EXOTIC}} token - going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.&lt;br /&gt;
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Demons may also arise when a dwarven civilization digs too deep in [[world generation|worldgen]] - the dwarves have a chance to fight them off, but, most of the time, the fortress will be taken over by goblins under a demonic ruler.&lt;br /&gt;
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Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into the Underworld. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to the Underworld or bind it to your servitude. Although you will have a next to unkillable super soldier on your side if you opt for the latter, it's more of a bragging-rights reward if anything - getting past the angels already requires pretty much being a god among men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;400px&amp;quot; heights=&amp;quot;184px&amp;quot;&amp;gt;&lt;br /&gt;
File:Demon banish.png|Banishing a demon back to the Underworld&lt;br /&gt;
File:Demon compel service.png|Compelling service from demon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escaped demons can also take over human civilizations by impersonating [[deities]] and having humans worship them. As with conventional lords, you can encounter them as normal in adventure mode - they won't be hostile to you and will behave as any other member of the civilization they rule. They can also arrive as non-hostile diplomats from human civilizations in fortress mode. Depending on the type of demon, this can be mildly amusing, or inadvertently deadly to your fort or adventurer.&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], goblin law-giver demons may arrive as part of a goblin siege and are most of the time very dangerous.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Demons can spread sphere-aligned evil from sites they control. Nightmare demons will spread regions filled with [[bogeymen]], death demons will spread reanimating evil regions, and so on. The evil-spreading can be reversed if the demon is slain or their site conquered or razed (e.g. through a [[raid]].&lt;br /&gt;
&lt;br /&gt;
Depending on their spheres, demons may also be granted abilities similar to those of [[necromancer]]s. Death demons are able to raise corpses and [[intelligent undead]], though they do not raise corpses in world gen because they would be hostile to the goblins they rule. Nightmare demons may be able to summon [[nightmare]]s and [[bogeymen]].&lt;br /&gt;
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== Demon generation ==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons. When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid). It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture. If inorganic, a material will be chosen, either one of the hardcoded ones (such as salt, ash, ice, or vomit), flames, or a randomly chosen raw-defined inorganic (any type of stone, soil, gem, metal, or other, such as gypsum plaster). If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed. It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;). It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath). It will finally be given a name consisting of an adjective and a noun. The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon, and a dwarf.]]&lt;br /&gt;
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Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes -- and even then, you will need to take special precautions.&lt;br /&gt;
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=== Containment ===&lt;br /&gt;
&lt;br /&gt;
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them -- fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as &amp;quot;the dwarven checkerboard&amp;quot;.([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])&lt;br /&gt;
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=== Traps ===&lt;br /&gt;
&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult -- but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used in the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot-enough demon may cause the destruction of nearby supports, just by virtue of the heat damage. A clever dwarf might find a way to turn that to their advantage, if only such a thing as a clever dwarf existed.&lt;br /&gt;
&lt;br /&gt;
=== Ranged combat ===&lt;br /&gt;
&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have.  Demons made of weak materials can be easily killed or dismembered by bolts, but inorganic demons composed of stronger stuff will only suffer chipped 'bones'.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Melee combat ===&lt;br /&gt;
&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a [[megabeast]], extremely fast, and have tremendous natural combat skills. That would be bad enough, but there tend to be pages of them rather than individuals. However, demons can still be defeated in melee combat.&lt;br /&gt;
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Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of minerals or armor-quality metal. Blunt weapons can be reasonably effective against weaker-material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area-of-effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battleground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.&lt;br /&gt;
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=== Clean-up ===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter the Underworld from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through the Underworld even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
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== Killed demons ==&lt;br /&gt;
&lt;br /&gt;
Only unintelligent demons can be butchered in unmodded games, and butchering them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.&lt;br /&gt;
&lt;br /&gt;
Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_1]&lt;br /&gt;
[NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[CASTE_NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:10]&lt;br /&gt;
[NATURAL_SKILL:BITE:10]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:DODGING:10]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&lt;br /&gt;
[NO_DRINK]&lt;br /&gt;
[NO_EAT]&lt;br /&gt;
[NO_SLEEP]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:FISHING]&lt;br /&gt;
[SPHERE:HUNTING]&lt;br /&gt;
[SPHERE:MISERY]&lt;br /&gt;
[SPHERE:TORTURE]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_TWO_FLIGHTLESS_WINGS]&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:SALT]&lt;br /&gt;
[TISSUE_MAT_STATE:SOLID_POWDER]&lt;br /&gt;
[MUSCULAR]&lt;br /&gt;
[FUNCTIONAL]&lt;br /&gt;
[STRUCTURAL]&lt;br /&gt;
[RELATIVE_THICKNESS:1]&lt;br /&gt;
[CONNECTS]&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[NOT_LIVING]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[COLOR:7:0:1]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FLIER]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]) [GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[DESCRIPTION:A towering slug composed of salt.  It has wings and it has a gaunt appearance.]&lt;br /&gt;
[PREFSTRING:horrifying features]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example [UNIQUE_DEMON] raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_3]&lt;br /&gt;
[NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[CASTE_NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[SPREAD_EVIL_SPHERES_IF_RULER]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
[NATURAL_SKILL:BITE:14]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
[CAN_LEARN]&lt;br /&gt;
[CAN_SPEAK]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&lt;br /&gt;
[NO_DRINK]&lt;br /&gt;
[NO_EAT]&lt;br /&gt;
[NO_SLEEP]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:BLIGHT]&lt;br /&gt;
[SPHERE:DEATH]&lt;br /&gt;
[SPHERE:MURDER]&lt;br /&gt;
[SPHERE:TWILIGHT]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
[REMOVE_TISSUE:SKIN]&lt;br /&gt;
[REMOVE_TISSUE:HAIR]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[HAS_NERVES]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:CLEAR]&lt;br /&gt;
[COLOR:0:0:1]&lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
[TL_MAJOR_ARTERIES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
[ENTERS_BLOOD]&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
[SYN_NAME:demon sickness]&lt;br /&gt;
[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
[SYN_IMMUNE_CREATURE:DEMON_3:ALL]&lt;br /&gt;
[SYN_INJECTED]&lt;br /&gt;
[SYN_CONTACT]&lt;br /&gt;
[SYN_INHALED]&lt;br /&gt;
[SYN_INGESTED]&lt;br /&gt;
[CE_DROWSINESS:SEV:100:PROB:100:START:565:PEAK:1649:END:4938:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:LIQUID:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK_VERB:punch:punches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_WITH]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
[ATTACK_VERB:kick:kicks]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_WITH]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
[ATTACK_SKILL:BITE]&lt;br /&gt;
[ATTACK_VERB:bite:bites]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
[MAT_FIXED_TEMP:10040]&lt;br /&gt;
[HEATDAM_POINT:NONE]&lt;br /&gt;
[COLDDAM_POINT:NONE]&lt;br /&gt;
[IGNITE_POINT:NONE]&lt;br /&gt;
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[DESCRIPTION:A gigantic eyeless chameleon twisted into humanoid form.  It squirms and fidgets.  Its clear scales are large and set far apart.  Beware its noxious secretions!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Fire immune}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[ru:Demon]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uthgúr&lt;br /&gt;
| elvish  = slevina&lt;br /&gt;
| goblin  = arstruk&lt;br /&gt;
| human   = rohir&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adamantine&amp;diff=255689</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adamantine&amp;diff=255689"/>
		<updated>2020-11-12T19:01:50Z</updated>

		<summary type="html">&lt;p&gt;Teneb: Undo revision 255680 by 168.216.12.16 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:22, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal|name=Adamantine|color=3:3:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|25000}}&lt;br /&gt;
* [[Boiling point]] {{ct|50000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 200&lt;br /&gt;
* Liquid [[density]] 2600&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
|wiki=Adamant}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is a rare, high-value [[metal]] which is impossibly lightweight, strong, and sharp. Adamantine is refined from [[raw adamantine]], and can be woven into [[cloth]] or [[smelter|smelted]] into wafers, useful for making almost any item in the game. [[Armor]] and edged [[weapon]]s made from adamantine are absurdly valuable and wonderfully effective.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
[[File:adamantine_axe.jpg|thumb|280px|right|A dwarf with an adamantine axe.&amp;lt;br /&amp;gt;''Art by Kobb'']]&lt;br /&gt;
Unlike what a player would expect, one does not simply make adamantine wafers directly from raw adamantine. You must first extract adamantine strands from the raw adamantine, and those are then processed into wafers or cloth.&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]] by a [[strand extractor]]. Strand extraction is an extremely long process for an unskilled laborer, making it potentially worthwhile to focus extraction experience on one or two individual dwarves. Extracted strands are considered a special metallic form of [[thread]], and after extraction can either be woven into adamantine cloth at a [[loom]] or smelted into adamantine [[bar|wafer]]s at a [[smelter]] (removing any dye); thankfully these tasks are performed just as quickly as other weaving and smelting jobs.&lt;br /&gt;
&lt;br /&gt;
Given this extra step of extraction before the smelting phase, most players will want to build additional craftsdwarves' workshops and stockpiles near the smelters and forges. Note that the strands of adamantine are stored in cloth/thread stockpiles. When processing adamantine, it is a good idea to smelt the strands into wafers as fast as possible, as your medical dwarves may use the valuable adamantine strands for [[suturing]] wounds, since, to them, it's just another type of thread.&lt;br /&gt;
&lt;br /&gt;
Adamantine cloth is used to make ultra high-value clothing, but it is no more resistant to [[wear]] than less exotic materials. Adamantine wafers are functionally identical to metal bars and can be used to forge the full range of metal goods, but are far smaller in size, requiring about three times as many units of material per unit as regular metal bars:&lt;br /&gt;
* [[weapon token|Weapons]], [[armor token|armor/clothing]], and [[trap component token|trap components]] require the item's MATERIAL_SIZE in wafers/units of cloth&lt;br /&gt;
* Most types of furniture ([[door]], [[floodgate]], [[throne]], [[coffin]], [[table]], [[chest]], [[bin]], [[armor stand]], [[weapon rack]], [[cabinet]], [[statue]], [[anvil]], [[barrel]], [[pipe section]], [[hatch cover]], [[grate]], [[quern]], [[millstone]], and [[slab]]) require 9 wafers.&lt;br /&gt;
* [[Cage]]s, [[minecart]]s and [[wheelbarrow]]s require 6 wafers.&lt;br /&gt;
* [[Block]]s, [[chain]]s, and [[Siege engine|ballista]] arrowheads require 4 wafers.&lt;br /&gt;
* [[Animal trap]]s, [[bucket]]s, [[mechanism]]s, and [[crutch]]es require 3 wafers.&lt;br /&gt;
* [[Backpack]]s and [[quiver]]s require 2 units of cloth, and [[splint]]s require 2 wafers.&lt;br /&gt;
* All other items require 1 wafer.&lt;br /&gt;
* [[Strange mood]]s require 1 wafer, regardless of the end product.&lt;br /&gt;
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Raw adamantine, along with adamantine-made objects, cannot be spawned in the [[object testing arena]] nor during [[embark|embarking]], presumably for balance reasons.&lt;br /&gt;
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== Application ==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ebsas&lt;br /&gt;
| elvish  = lire&lt;br /&gt;
| goblin  = kumo&lt;br /&gt;
| human   = medi&lt;br /&gt;
}}&lt;br /&gt;
Adamantine has extreme [[material science|material properties]]: it is nigh-weightless (weighing about as much as [[wikipedia:Cork (material)|cork]]), extremely strong, and razor-sharp. These properties make it ideal for edged [[weapon]]s and [[armor]], but unfortunately, likewise, make it near-useless for blunt weapons, which will simply bounce off of foes: considering the lethality of [[hammerer]] and [[fortress guard]] beatings, this may be the point. [[Armor]] made of adamantine provides unmatched protection against slashing and piercing attacks, but blunt attacks and ranged weapons have high armor penetration capacity, so a full kit of adamantine armor is nonetheless not a recipe for combat invulnerability.&lt;br /&gt;
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Because the metal's material properties are irrelevant in other applications and because it's so rare and hard to produce, using adamantine for other things is generally a waste. Adamantine statues are ten times as valuable as [[gold]] ones, but are prohibitively expensive to produce, requiring nine wafers per statue. Some of the highest values per wafer for a normal adamantine product can be realised by forging adamantine [[flask]]s or [[trap component|large serrated discs]]. However, by the time you have adamantine available, you're likely not to be in serious need of such valuable export products. By far the most [[wealth]] can be generated simply by adding adamantine to [[artifact]]s – a single stone, wafer, block or bolt of cloth can add hundreds of thousands of dwarfbucks in value, making your fortress the envy of all the [[forgotten beast|neighbors]]. &lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{metals}}&lt;br /&gt;
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{{spoiler}}&lt;br /&gt;
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&amp;lt;s&amp;gt;Un&amp;lt;/s&amp;gt;fortunately, breaching any of the tubular veins leads to the [[Underworld|HFS]], for lots of [[Losing|Fun]].&lt;br /&gt;
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==Origins of Adamantine and Slade==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Back in the mists of time, the Gods decided to create the World. To do so they had to find a way to heat it in the cold voids of space. Demonkind had already forged their own world out of the vile substance [[Slade]], a stone anathema to all creation and only able to be worked through the vile rituals they had created, for slade was truly &amp;quot;dead&amp;quot; stone, with no life in it at all.&lt;br /&gt;
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Deciding both to imprison their greatest enemies and to create a home for their creations, the Gods poured into the skies of the Demons' world &amp;quot;living&amp;quot; stone (known to mortals as [[semi-molten rock]] - rock burning hot with the fresh life of Creation). The Gods knew that if it were not constantly heated, this living rock would cool, and yet the Demons, fools that they were, constantly attacked the living rock, not realizing that their attacks simply heated the rock again and again, keeping it alive. Unfortunately, as the Gods began to pour more and more of the rock onto their creation, they found it quickly lost its life when removed too far from the Demons. It would only remelt once it touched the living rock, creating vast seas of magma that heated the tunnels above. Worse, the living rock itself had been disturbed by this process, creating gaping holes through which the Demons escaped, killing and maiming the first creations of the Gods, warping those they could find into the terrible Forgotten Beasts, leaving the [[Titan]]s safe on the surface.&lt;br /&gt;
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Knowing this state of affairs could not last if their weaker creations, the first mortals, were to survive, the Gods created a new substance, imbued with their power: Adamantine. The beautiful aqua-colored ore was poured into the holes, sealing the entrances that the living rock could no longer seal, preventing the Demons from escaping, for its power totally repelled Demonkind.&lt;br /&gt;
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Unfortunately, as time passed and the first mortals began to carve their civilization from both the surface and the underworld, they discovered the vast shafts of this amazing substance and began to mine it, instantly realizing its divine potency. In doing so, they removed the great barriers the gods had placed in order to keep the Demons sealed. The Demons rose up, slaughtering thousands and escaping into the World, often rising to lead mortal civilizations, such as that of the Goblins. Upon these sites they raised towers carved from the vile Slade that only they could work. Brave adventurers and champions of the Gods forged special swords made from the divine Adamantine and ventured into these dark places to seal the Demons within hell once more. Leaving their swords buried in these places, those who survived swore to defend them for all eternity, binding themselves with oaths of such might that they surpassed death itself. They remain, even today, as zombies and skeletons, driven by their undying thought &amp;quot;none must take the sword!&amp;quot; and nothing more. These undead are totally obsessed with their duty to defend the ancient demonic structures from all interlopers and have been the death of many an unwary explorer.&lt;br /&gt;
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In retrospect, all this could probably have been avoided if the Gods had bothered to make their all-powerful metal capable of withstanding the swing of a copper pick.&lt;br /&gt;
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==The Great Adamantine Space Elevator==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=61507.0 Source]&lt;br /&gt;
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In a great fluke, a new world was created in the midst of Armok shaving. No one quite understands why this happened, but the whisker of the holy one landed vertically. The material can only be described as a super adamantine. It is over 2000 z-levels high. And the map continues on. &lt;br /&gt;
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Year after year, the dwarves of [SUBJECT CIVILIZATION HERE] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.&lt;br /&gt;
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It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: &amp;quot;The Hill of Spit.&amp;quot;  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as &amp;quot;Troublemysteries.&amp;quot;  By the time they arrive, it is already too late.&lt;br /&gt;
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They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, beast or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.&lt;br /&gt;
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They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.&lt;br /&gt;
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Another year, another expedition unheard of, another question unanswered, another expedition prepared.&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
* Adamantine's origins are tied to Greek mythology. Though in the mythos, biblical stories and other works, the material is referred to as &amp;quot;adamant&amp;quot;. The words meaning is &amp;quot;unbreakable, unconquerable and untameable&amp;quot;, representing the materials nature and hardness.&lt;/div&gt;</summary>
		<author><name>Teneb</name></author>
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