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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Thromordyn</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Thromordyn"/>
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	<updated>2026-06-23T05:21:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=82704</id>
		<title>User talk:Thromordyn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=82704"/>
		<updated>2010-04-04T15:45:21Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Adjust_Profile&amp;diff=76995</id>
		<title>Utility:Adjust Profile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Adjust_Profile&amp;diff=76995"/>
		<updated>2010-03-30T22:33:37Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:AdjustProfile.png]]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=117 Download Location]&lt;br /&gt;
&lt;br /&gt;
This program allows edits to be made to the starting skills of the initial Dwarves using an external program. Currently it doesn't adjust the amount of points you have remaining to spend on skills and items, though this may be added in a future release. Created by [[User:Rinn | Rinn]].&lt;br /&gt;
&lt;br /&gt;
This program Requires [[User:Rick|Rick's]] [[User:Rick/Tweak|Tweak Utility]] to load and run.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* Reads and writes a dwarf's starting skills&lt;br /&gt;
* Allows for saving and loading profiles&lt;br /&gt;
* Copying and pasting profiles between dwarves&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* Can only be run when on the preparation screen in Dwarf Fortress&lt;br /&gt;
* Individual skills are limited between 0 and 15 points as any number over 15 doesn't add additional ranks. If there is desire I'll remove the cap&lt;br /&gt;
* Numbers can be increased and decreased by the + and - keys respectively&lt;br /&gt;
* The * key will set the number to 15 and the / key will set it to 0&lt;br /&gt;
* Changing a number in the tool won't immediately change the value in game. Tou must click the 'Write Profile' button to do so&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
* 1.1 - Fixed a crash when changing the text property a non-selected tab.&lt;br /&gt;
* 1.0 - Released module bundled in with Tweak.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tweak]]&lt;br /&gt;
[[Category:Tweak_Modules]]&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=63786</id>
		<title>User talk:Thromordyn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=63786"/>
		<updated>2010-02-25T00:49:57Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cultural Spelling Prejudices ==&lt;br /&gt;
&lt;br /&gt;
This wiki does not favour/favor one culture's spelling over another. So please stop doing so.  Game terms are ''arguably'' American-centered, but I'm not sure that the term &amp;quot;labour/labor&amp;quot; is found anywhere in the game itself. The policy is to allow &amp;quot;first come, first served&amp;quot; on any given article,  and not pretend that one spelling is &amp;quot;right&amp;quot; where the other is wrong, nor that one serves a larger majority of Users better, and so certainly not to slavishly edit every reference according to the article title.  Appreciate the effort, but you can stop now, thanks.--[[User:Albedo|Albedo]] 02:54, 23 February 2010 (UTC)&lt;br /&gt;
:Actually, the game does use the term &amp;quot;labor&amp;quot; rather than &amp;quot;labour&amp;quot;, at least according to the [[string dump]]... --[[User:Quietust|Quietust]] 03:11, 23 February 2010 (UTC)&lt;br /&gt;
::Okay, thanks, wasn't sure about that, but even then, referring to that string dump is different than talking about a &amp;quot;labouring dwarf&amp;quot;.  Users need to accept that &amp;quot;flavour/flavor&amp;quot;, &amp;quot;colorful/colourful&amp;quot; and &amp;quot;favorite/favourite&amp;quot; are cultural prejudices, nothing more, and one is not &amp;quot;right&amp;quot; or &amp;quot;wrong&amp;quot;, nor can it be.  This is not an American site, not a British site - the site's international - it's called the World-Wide-Web for a reason.  Consistency within an article regarding that article's name is fine, but not a personal pogram against one spelling or the other.--[[User:Albedo|Albedo]] 03:46, 23 February 2010 (UTC)&lt;br /&gt;
:::One question. Why the attack? Consistency causes no harm, and it makes searching much easier if we can agree on one simple, logical spelling. (I have nothing against the English English (as opposed to American English) way of adding an unnecessary &amp;quot;u&amp;quot; or French with its strings of not-pronounced letters. I just figure that logic stands above tradition.) But, of course, I'm putting this up for humans to read. No common sense, no general ability to come to a group realization of reason. Or rather, minimal general ability. It's very rare, but not nonexistent.&lt;br /&gt;
:::Again, consistency causes no harm.&lt;br /&gt;
:::It does bother me that the pages I fixed for consistency have been reverted, but I'm not stupid enough to fight the sysadmin or anyone similar. All it'll get is a banning for me and a sense of superiority for the people with special privileges. I'll not go on a rampage of logic again, outside mercilessly correcting bad grammar when I stumble across it.&lt;br /&gt;
:::-- [[User:Thromordyn|Thromordyn]] ~7:48, 24 February 2010 (GMT-5)&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=63785</id>
		<title>User talk:Thromordyn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=63785"/>
		<updated>2010-02-25T00:49:23Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cultural Spelling Prejudices ==&lt;br /&gt;
&lt;br /&gt;
This wiki does not favour/favor one culture's spelling over another. So please stop doing so.  Game terms are ''arguably'' American-centered, but I'm not sure that the term &amp;quot;labour/labor&amp;quot; is found anywhere in the game itself. The policy is to allow &amp;quot;first come, first served&amp;quot; on any given article,  and not pretend that one spelling is &amp;quot;right&amp;quot; where the other is wrong, nor that one serves a larger majority of Users better, and so certainly not to slavishly edit every reference according to the article title.  Appreciate the effort, but you can stop now, thanks.--[[User:Albedo|Albedo]] 02:54, 23 February 2010 (UTC)&lt;br /&gt;
:Actually, the game does use the term &amp;quot;labor&amp;quot; rather than &amp;quot;labour&amp;quot;, at least according to the [[string dump]]... --[[User:Quietust|Quietust]] 03:11, 23 February 2010 (UTC)&lt;br /&gt;
::Okay, thanks, wasn't sure about that, but even then, referring to that string dump is different than talking about a &amp;quot;labouring dwarf&amp;quot;.  Users need to accept that &amp;quot;flavour/flavor&amp;quot;, &amp;quot;colorful/colourful&amp;quot; and &amp;quot;favorite/favourite&amp;quot; are cultural prejudices, nothing more, and one is not &amp;quot;right&amp;quot; or &amp;quot;wrong&amp;quot;, nor can it be.  This is not an American site, not a British site - the site's international - it's called the World-Wide-Web for a reason.  Consistency within an article regarding that article's name is fine, but not a personal pogram against one spelling or the other.--[[User:Albedo|Albedo]] 03:46, 23 February 2010 (UTC)&lt;br /&gt;
:::One question. Why the attack? Consistency causes no harm, and it makes searching much easier if we can agree on one simple, logical spelling. (I have nothing against the English English (as opposed to American English) way of adding an unnecessary &amp;quot;u&amp;quot; or French with its strings of not-pronounced letters. Logic stands above tradition.) But, of course, I'm putting this up for humans to read. No common sense, no general ability to come to a group realization of reason. Or rather, minimal general ability. It's very rare, but not nonexistent.&lt;br /&gt;
:::Again, consistency causes no harm.&lt;br /&gt;
:::It does bother me that the pages I fixed for consistency have been reverted, but I'm not stupid enough to fight the sysadmin or anyone similar. All it'll get is a banning for me and a sense of superiority for the people with special privileges. I'll not go on a rampage of logic again, outside mercilessly correcting bad grammar when I stumble across it.&lt;br /&gt;
:::-- [[User:Thromordyn|Thromordyn]] ~7:48, 24 February 2010 (GMT-5)&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=63784</id>
		<title>User talk:Thromordyn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thromordyn&amp;diff=63784"/>
		<updated>2010-02-25T00:48:20Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cultural Spelling Prejudices ==&lt;br /&gt;
&lt;br /&gt;
This wiki does not favour/favor one culture's spelling over another. So please stop doing so.  Game terms are ''arguably'' American-centered, but I'm not sure that the term &amp;quot;labour/labor&amp;quot; is found anywhere in the game itself. The policy is to allow &amp;quot;first come, first served&amp;quot; on any given article,  and not pretend that one spelling is &amp;quot;right&amp;quot; where the other is wrong, nor that one serves a larger majority of Users better, and so certainly not to slavishly edit every reference according to the article title.  Appreciate the effort, but you can stop now, thanks.--[[User:Albedo|Albedo]] 02:54, 23 February 2010 (UTC)&lt;br /&gt;
:Actually, the game does use the term &amp;quot;labor&amp;quot; rather than &amp;quot;labour&amp;quot;, at least according to the [[string dump]]... --[[User:Quietust|Quietust]] 03:11, 23 February 2010 (UTC)&lt;br /&gt;
::Okay, thanks, wasn't sure about that, but even then, referring to that string dump is different than talking about a &amp;quot;labouring dwarf&amp;quot;.  Users need to accept that &amp;quot;flavour/flavor&amp;quot;, &amp;quot;colorful/colourful&amp;quot; and &amp;quot;favorite/favourite&amp;quot; are cultural prejudices, nothing more, and one is not &amp;quot;right&amp;quot; or &amp;quot;wrong&amp;quot;, nor can it be.  This is not an American site, not a British site - the site's international - it's called the World-Wide-Web for a reason.  Consistency within an article regarding that article's name is fine, but not a personal pogram against one spelling or the other.--[[User:Albedo|Albedo]] 03:46, 23 February 2010 (UTC)&lt;br /&gt;
:::One question. Why the attack? Consistency causes no harm, and it makes searching much easier if we can agree on one simple, logical spelling. (I have nothing against the English English (as opposed to American English) way of adding an unnecessary &amp;quot;u&amp;quot; or French with its strings of not-pronounced letters. Logic stands above tradition.) But, of course, I'm putting this up for humans to read. No common sense, no general ability to come to a group realization of reason. Or rather, minimal general ability. It's very rare, but not nonexistent.&lt;br /&gt;
:::Again, consistency causes no harm.&lt;br /&gt;
:::It does bother me that the pages I fixed for consistency have been reverted, but I'm not stupid enough to fight the sysadmin or anyone similar. All it'll get is a banning for me and a sense of superiority for the people with special privileges. I'll not go on a rampage of logic again, outside mercilessly correcting bad grammar when I stumble across it.&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Defense_design&amp;diff=63541</id>
		<title>40d:Defense design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Defense_design&amp;diff=63541"/>
		<updated>2010-02-22T14:11:13Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain  into a defensible whole.  &lt;br /&gt;
&lt;br /&gt;
See the [[Defense guide|Defense Guide]] for a general overview of threats and considerations for fortress defense.&lt;br /&gt;
&lt;br /&gt;
For suggestions on training, organizing and deploying soldiers and militia, see [[Military design]].&lt;br /&gt;
&lt;br /&gt;
Many defenses rely on complex traps as a central part, that are, essentially, the defense themselves.  For complex traps that are '''not''' a minor/optional part of a larger defensive plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Editors &amp;amp; Contributors''' - Please see top of [[Talk:Defense design|discussion page]] before posting.''&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down [[stairs]]&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  ,   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
==General suggestions==&lt;br /&gt;
General designs should include suggestions that can be &amp;quot;plugged in&amp;quot; to a part of any typical fortress, and/or can be modified to suit a number of purposes.&lt;br /&gt;
&lt;br /&gt;
Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.  &lt;br /&gt;
&lt;br /&gt;
===Meeting area as defense===&lt;br /&gt;
&lt;br /&gt;
Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thieves]] near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.&lt;br /&gt;
&lt;br /&gt;
===Guard Animals===&lt;br /&gt;
&lt;br /&gt;
Both [[thieves]] and [[ambush]]es are invisible until something bumps into them - a dwarf, a [[caravan]], a wild creature, a [[domestic animal]], anything.  Once this happens (even if it was triggered by a wild [[groundhog]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your attention to the situation - which is nice.  Therefore, it's a common practice to use animals to act as alarm systems, by [[restrain]]ing them in entryways.&lt;br /&gt;
&lt;br /&gt;
There are some considerations to good placement of such animals.  If you have a 1- or 2-wide hall, one animal is enough.  If you have a 3-wide hallway (wide enough for a [[caravan]]), you need to restrain two animals, one at each side of the hall.  &lt;br /&gt;
&lt;br /&gt;
 ══════════     R = restraint&lt;br /&gt;
 +++1R1++++     1 = area of animal 1&lt;br /&gt;
 +++bbb++++     2 = area of animal 2&lt;br /&gt;
 +++2R2++++     b = area of both&lt;br /&gt;
 ══════════&lt;br /&gt;
&lt;br /&gt;
This pair creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into one or both. Caravans can pass over [[restraint]]s and restrained creatures without problem.  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.&lt;br /&gt;
&lt;br /&gt;
Unless you're happy losing these animals on a regular basis, you should try to keep them alive...&lt;br /&gt;
:* Put them around a corner or behind a U-bend, so archers cannot fire at them from a distance.&lt;br /&gt;
:* Don't have them as your &amp;quot;first line of defense&amp;quot; - put them deeper in the entry, behind some traps&lt;br /&gt;
:* Put them inside, so flying creatures have to come down to their level to attack them.&lt;br /&gt;
:* Consider using a [[pressure plate]] at the extreme entrance to seal off the hall further down and keep your guard animal(s) safe.  Thieves won't trigger them, but the animals can deal with those - ambushes ''will'' trigger them, and you don't want them getting to your guard animals.&lt;br /&gt;
&lt;br /&gt;
Remember that anything short of a [[megabeast]] is not a good match for an armoured opponent. While watching your tame [[grizzly bear]] or [[alligator]] tear a thief apart has an amusement value, watching the goblin maceman send them flying across the map, mangled and dying, has less.&lt;br /&gt;
&lt;br /&gt;
===Defending the edge===&lt;br /&gt;
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving [[harpy|harpies]] and skeletal [[giant eagle]]s)''&lt;br /&gt;
&lt;br /&gt;
* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge, even if it is only three tiles wide.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.  &lt;br /&gt;
* You can also build bridges all the way up to the edge.  A long, skinny bridge is, effectively, a wall; however, it looks the same whether it's open or closed.  &lt;br /&gt;
&lt;br /&gt;
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.&lt;br /&gt;
&lt;br /&gt;
Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.  ''[Note: On one 6x7 map [[horse]]s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''&lt;br /&gt;
&lt;br /&gt;
==== Design considerations ====&lt;br /&gt;
&lt;br /&gt;
* The moat should be designed to prevent entry except by falling and entry except by climbing, from both sides.  (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares, with much annoyance)  Despite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.&lt;br /&gt;
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)&lt;br /&gt;
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as [[tree]]s on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any [[channeling]] permanently changes the dug-out tile to &amp;quot;Light Above Ground&amp;quot;, which restricts these features from tiles near the edge even if floors are later constructed to close the space.&lt;br /&gt;
* Because migrants might turn up near wild animals or be followed closely by [[goblin]]s, it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:&lt;br /&gt;
** natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.&lt;br /&gt;
** trees.  If left intact they separate any fertile patches into many small segments.&lt;br /&gt;
** floors.  Although you can't directly Remove Stairs/Ramps at the edge, building a single square of floor on an up-ramp at the edge will destroy that up-ramp (and the down-ramp above it) and block movement around the edge.  Building a square of floor on a down-ramp and then removing it creates a [[one-way]] path.&lt;br /&gt;
** You can build drawbridges *along* the edge and raise them.  Combined with a channel right next to the drawbridge, this can completely obstruct passage of anything which can't destroy the bridge.&lt;br /&gt;
** You can build up ramps at the edge, which may disrupt passage?&amp;lt;sup&amp;gt;Needs testing&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Fortifications carved into the outer edge rock the next layer down?  It may be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagon.  In this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.&amp;lt;sup&amp;gt;Probably not.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Doors will not hold back [[building destroyer]]s, and remote [[lever]] control is needed because other gates can be &amp;quot;taken by invaders&amp;quot; and become unlockable) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.&lt;br /&gt;
&lt;br /&gt;
===Simple 5x5 Archer's Tower===&lt;br /&gt;
&lt;br /&gt;
Build a [[tower]] specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Thse tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[fortification]]s on the second or third floor, so your dwarves can fire out.  For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and [[dining room]] in or near the tower. Add a door or hatch to lock them in.&lt;br /&gt;
&lt;br /&gt;
As discussed step-by-step in the article on [[mega construction]], this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge. &lt;br /&gt;
&lt;br /&gt;
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)&lt;br /&gt;
&lt;br /&gt;
 Side                Below         Ground       Archer       Roof&lt;br /&gt;
  view:               ground:       Level:       Level:       Level:&lt;br /&gt;
                                    ╔═══╗        ╬╬╬╬╬        ·····&lt;br /&gt;
     X__                X           ║X,,║        ╬X++╬        ·X++·&lt;br /&gt;
    ╬X__╬                           ║,,,║        ╬+++╬        ·+++·&lt;br /&gt;
 ___║X__║___                        ║,,,║        ╬+++╬        ·+++·&lt;br /&gt;
     X                              ╚═══╝        ╬╬╬╬╬        ·····&lt;br /&gt;
 &lt;br /&gt;
 _ = floor, natural             , = ground tile&lt;br /&gt;
       or constructed&lt;br /&gt;
&lt;br /&gt;
This can hold 3 archers/side, and has the potential to be as many &amp;quot;archer levels&amp;quot; tall as you wish.  A top-level &amp;quot;down stair&amp;quot; is necessary to build the &amp;quot;roof&amp;quot; - might as well build an up/down stair instead, no real reason not to.  Remember to use the &amp;quot;corners first&amp;quot; technique when necessary. (See [[Tower]].)&lt;br /&gt;
&lt;br /&gt;
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).&lt;br /&gt;
&lt;br /&gt;
Larger towers (or this with larger floors on higher levels) could house barracks, practice ranges, and other facilities.  Just expand to preferred size with floors, and then attach walls to those to act as a base for the next level of building.  Add more stairs (adjacent to each other is always better) if high traffic is anticipated.&lt;br /&gt;
&lt;br /&gt;
====Siege engine turrets====&lt;br /&gt;
If it's big enough, build a [[siege engine]] inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same [[z-level]] as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the &amp;quot;dwarves stay inside&amp;quot; order must be off unless this is built as an open room under a natural ceiling.&lt;br /&gt;
&lt;br /&gt;
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)&lt;br /&gt;
&lt;br /&gt;
===Control Room===&lt;br /&gt;
Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your [[meeting area]]s and [[noble]]s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers.&lt;br /&gt;
&lt;br /&gt;
It may also be an idea to have a second lever to at least one door, for emergency access.  And possibly to add a stockpile of booze and food or a well for longer sieges.&lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of the game's Artificial Intelligence and [[path]]finding  is a whole article in itself.  Try leaving a door un-forbidden during an attack.  When the bad guys approach the door, forbid it, and the enemy will wander off.  Unlock it again, and they turn around and head back towards the door again.  You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be automated via [[pressure plate]]s. This might count as an [[exploit]], or not - that's up to you, and what you consider fun and challenging.&lt;br /&gt;
&lt;br /&gt;
===Bait animal===&lt;br /&gt;
[[Restrain]]ing a sacrificial animal just outside your walls, but within range of your marksdwarves and/or siege engines, can lure an enemy into attacking that while you cut them down.  Make sure to place a pattern of some walls (or statues, see below) so enemy archers cannot simply shoot the creature from a safe distance.&lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
Adding a ring of fortifications to help defend the animal against missile fire will keep melee troops away, but invite archers to come adjacent to the fortifications - and under your walls and crossbows.  If you allow any path, the melee troops will try to follow it to the animal - be creative with that fact. &lt;br /&gt;
&lt;br /&gt;
=====Traps=====&lt;br /&gt;
Surround the animal with traps to kill or capture approaching goblins.&lt;br /&gt;
&lt;br /&gt;
=====U chumps=====&lt;br /&gt;
Surround the far side of the animal with a U shaped 3-sided wall, open facing your defenders, so the enemy has to come closer to attack the animal, and you gun them down.&lt;br /&gt;
&lt;br /&gt;
=====Distractions=====&lt;br /&gt;
Releasing a [[cage]] full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.&lt;br /&gt;
&lt;br /&gt;
=====Vanishing act=====&lt;br /&gt;
Having a linked drawbridge that can open/shut (perhaps on both a lever to open and a nearby pressure plate to close), to lure the enemy in under your guns and then protect the animal when they get too close (for multiple uses.)&lt;br /&gt;
&lt;br /&gt;
=====Roach motel=====&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can &amp;quot;reload&amp;quot; a new bait animal.&lt;br /&gt;
&lt;br /&gt;
=====vs. building destroyers=====&lt;br /&gt;
For [[building destroyers]], spare statues can serve the same purpose as bait animals.&lt;br /&gt;
&lt;br /&gt;
=====Pathing slowdowns=====&lt;br /&gt;
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Expanding a simple square fortress wall===&lt;br /&gt;
&lt;br /&gt;
The simplest and most economical wall is a square one, for the most area protected with the least stone and effort.  Once built, they are easy to expand and improve.&lt;br /&gt;
&lt;br /&gt;
There are many approaches to a defenses for a wall around a compound or flanking an entrance. Marksdwarfs open fire at about 20 tiles distant (with better accuracy at shorter ranges), so if two areas are to support each other with overlapping fire this should be kept in mind.  &lt;br /&gt;
&lt;br /&gt;
This will show some basic examples of the infinitely possible variations.&lt;br /&gt;
&lt;br /&gt;
     +═══+     ╔  ═  ╗&lt;br /&gt;
&lt;br /&gt;
     ║X ║      ╔ ╝ ╚ ╗&lt;br /&gt;
&lt;br /&gt;
     ║   ║     ║     ║    &lt;br /&gt;
&lt;br /&gt;
       ║   ║   ╚ ╗ ╔ ╝      &lt;br /&gt;
                 &lt;br /&gt;
               ╚ ═══ ╝  &lt;br /&gt;
     ╬╬╬╬╬ ╬╬╬ ╬&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Airlock defenses/buffer zone===&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
&lt;br /&gt;
===Siege Engines===&lt;br /&gt;
One effective way to have [[Siege engine]]s (help) defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
'''One ballista vs 3-wide hallway'''&lt;br /&gt;
 ══════════════════════════╦═════&lt;br /&gt;
 Entrance++++++++++++▼·····║▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«&lt;br /&gt;
 Entrance++++++++++++▼·····║▐▄/&lt;br /&gt;
 ══════════════════════════╩═════&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are &amp;quot;civilians&amp;quot;) will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.&lt;br /&gt;
&lt;br /&gt;
====Ballista battery====&lt;br /&gt;
3 (or more!) ballistae can be put into a &amp;quot;battery&amp;quot; if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.  &lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&lt;br /&gt;
Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt;dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.&lt;br /&gt;
&lt;br /&gt;
For added flavor, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.&lt;br /&gt;
&lt;br /&gt;
Adding additional channels on either side of the hall will allow stray ammo to be recovered at a later time.  Make sure to add locked doors, to prevent siege operators from walking down below enemy archers during a battle.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two [[screw pump]]s and two [[Gear assembly|gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with [[water]] or [[magma]] for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Reverse Battlement&amp;quot; design ===&lt;br /&gt;
&lt;br /&gt;
Level Z+0 (ground):&lt;br /&gt;
   ,,,,,,,,,,,,,,,&lt;br /&gt;
 F ═══════════════&lt;br /&gt;
 O ,≥,g≥,,,g,,,,,,&lt;br /&gt;
 R ,,≤,,,,,,g,,,,,&lt;br /&gt;
 T ,,,g≤,,g,,,,,,, &amp;lt;-- enemies enter here&lt;br /&gt;
 R ,,≥,,,,,,g,,,,,&lt;br /&gt;
 E ,g,≤,,,,,,,,,g,&lt;br /&gt;
 S ═══════════════&lt;br /&gt;
 S ,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
Level Z+1 (bridge):&lt;br /&gt;
&lt;br /&gt;
 E ·····║+++║·····&lt;br /&gt;
 N +++++║+++║+++++&lt;br /&gt;
 T ·····╬☺++║·····&lt;br /&gt;
 R ·····╬☺++║·····&lt;br /&gt;
 A ·····╬☺++║····· &amp;lt;-- archers shoot them from up above&lt;br /&gt;
 N ·····╬☺++║·····&lt;br /&gt;
 C ·····╬☺++║·····&lt;br /&gt;
 E +++++║+++║+++++&lt;br /&gt;
   ·····║+++║·····&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.&lt;br /&gt;
&lt;br /&gt;
For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
''(Adding ammo stockpiles, of your best quality bolts, to these stations will speed up reloading for longer sieges/battles.  Even adding small, convenient food and alcohol stockpiles is not unheard of.  Some designers place access to/from archery ranges very close to these stations, for faster deployment.)''&lt;br /&gt;
&lt;br /&gt;
==Scenic route==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of ''any'' size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped/defended path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
===Goblin detour===&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
 ++++++++++++++++++ENTRANCE+&lt;br /&gt;
 ══╦════════════════O╞═╡O╦══  &amp;lt;-- Bridge 1&lt;br /&gt;
 +☺╬·+++++++++++++++++++·╬☺+&lt;br /&gt;
 ++╬·+···············╞═╡·╬++  &amp;lt;-- Bridge 2&lt;br /&gt;
 ++╬·+··+···+···+···++++·╬++&lt;br /&gt;
 +☺╬·+·+·+·+·+·+·+·+·+++·╬☺+&lt;br /&gt;
 ++╬·+·+·+·+·+·+·+·+·+++·╬++&lt;br /&gt;
 ++╬·+·+·+·+·+·+·+·+·+++·╬++&lt;br /&gt;
 +☺╬··+···+···+···+··+++·╬☺+&lt;br /&gt;
 ++╬·················+++·╬++&lt;br /&gt;
 ++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗·+++·╬++&lt;br /&gt;
 ++☺++☺++☺++☺++☺++☺╬·+++·╬☺+&lt;br /&gt;
 ++++++++++++++++++╬·+++·╬++&lt;br /&gt;
 ++++++++++++++++++╬·+++·╬++&lt;br /&gt;
 ══════════════╗++☺╬·+++·╬☺+&lt;br /&gt;
               ║+++╬·+++·╬++&lt;br /&gt;
               ║+++╬·+++·╬++&lt;br /&gt;
               ║++☺╬·╞═╡·╬☺+  &amp;lt;-- Bridge 3&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
&lt;br /&gt;
===Twisty maze===&lt;br /&gt;
A maze of turns and blindspots patrolled by quality military can be a very formidable defense.  Wide enough for wagons to pass though, but with no clear shots for any ranged weapons.  Missile weapons do have a minimum range, so if a target is closer than that range, they will instead just charge to melee - and meet a dwarf with a much better melee skill. Downside to this is that you'd be mixing it up in melee all the time, but so long as you have at least 10 dwarves greeting the goblins as one coherent mass, you should win.&lt;br /&gt;
&lt;br /&gt;
Variations on the twisty maze include:&lt;br /&gt;
&lt;br /&gt;
*A wagon-wide twisty maze, and a not-so-twisty 1-tile wide hall o'traps, with a drawbridge that can force one or the other as the only [[path]] into your fortress.&lt;br /&gt;
&lt;br /&gt;
*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice.  When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=63540</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=63540"/>
		<updated>2010-02-22T14:11:12Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''If looking for information on one or more of the individual pieces that make up a set of armor, such as a helm or gauntlets, see [[armor piece]].''&lt;br /&gt;
&lt;br /&gt;
Between the game's and player's usage, &amp;quot;armor&amp;quot; has one of the following four related but distinct meanings: &lt;br /&gt;
:# Formally, '''armor''' (especially &amp;quot;leather armor&amp;quot;) is the single main piece that protects the chest/torso area of a dwarf - '''leather armor, chain armor''', or '''plate armor''', as distinct from leggings or helmets or etc.  The game term for metal armors is ('''suit''' of) chain/plate '''mail''', as is the term when forging these.  The heading used in the [[z-stocks]] menu is '''armor'''.  &lt;br /&gt;
:# Also in game, '''armor''' can be one of 4 overall '''levels''' of armor, as defined by the game and using the terms '''Clothes''', '''Leather''' (armor), '''Chain''' (armor) and '''Plate''' (armor), in reference to the maximum protection a dwarf will seek to wear when activated into the [[military]].  This is designated by {{k|v}}iewing a dwarf and selecting the {{k|s}}oldier menu - '''Clothes''', '''Leather''', '''Chain''' or '''Plate'''.  (In the {{k|m}}ilitary {{k|w}}eapons menu, these are abreviated as &amp;quot; '''-''' &amp;quot; (none), '''Lth''', '''Chn''' or '''Plt''', and also whether or not to use a Shd or Bkl - shield or buckler).  This defines the maximum class of protection they will seek to wear for each body part (but they may not completely succeed, depending on available items).&lt;br /&gt;
:# Informally, anything that protects your dwarf from being injured.  &amp;quot;''Even socks provide armor protection&amp;quot;, &amp;quot;[[Fortification]]s are not the same as armor&amp;quot;''.  An '''armor [[stockpile]]''' also uses this meaning, storing any and all armor-type items, clothing as well as leather and metal armor, and any unusual artifact items.&lt;br /&gt;
:# Generally any individual item that makes up part of a suit or set of armor (#2); for example, as in... ''&amp;quot;Any armor protects a dwarf in a specific body location&amp;quot;, &amp;quot;[[High boot]]s are better armor than low boots&amp;quot;, &amp;quot;Adamantine makes the best armor.&amp;quot;''  &lt;br /&gt;
&lt;br /&gt;
Be aware that there is usually not a 1:1 relationship between every piece of armor and an armor '''level''' - a set of leather armor can include bone or shell armor and a metal cap, and metal gauntlets and helmet are included in both a set of chain and plate armor. Chain or Plate Level armor makes no distinction between using high or low boots.  In some cases it's also possible to '''layer''' armor, wearing a metal or leather cap under a metal helmet when wearing either chain or plate level armor, and so on. It can be very much a &amp;quot;mix and match&amp;quot; situation.&lt;br /&gt;
&lt;br /&gt;
Generally, armor can range from simple [[clothing]] (including socks and loincloths), to light weight [[shell]], [[bone]] and [[leather]] armor, to heavy chain and plate items.  Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and will, over time, develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
Most civilians will not wear armor other than clothing, [[Hunter]]s being the only exception.&lt;br /&gt;
&lt;br /&gt;
The body locations that different pieces of armor can protect are:&lt;br /&gt;
:* head - [[cap]], [[helm]] ''(can be layered)''&lt;br /&gt;
:* torso - [[leather armor]], [[chain armor]], [[plate armor]] ''(can be layered*)''&lt;br /&gt;
:* upper legs - [[leggings]], [[greaves]] ''(cannot be layered)''&lt;br /&gt;
:* feet - [[boot|low boots, high boots]] ''(cannot be layered)''&lt;br /&gt;
:* hands - [[gauntlets]] ''(layering n/a)''&lt;br /&gt;
&lt;br /&gt;
:''(* Leather under chain, or chain under plate - not leather under plate. See &amp;quot;[[Armor#Size, Permit, and layering armor|size/permit]]&amp;quot;, below.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different specific [[labor]]s and [[workshop]]s are needed to make similar items of armor, and different [[skill]]s will apply. While items of [[clothing]] made by a [[clothier]] aren't technically &amp;quot;armor&amp;quot;, they do offer limited protection. Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]]. Chain mail and plate mail are made with the [[armoring]] labor at a [[metalsmith's forge]]. Leather armors are made at a [[leather works]] by a dwarf with the  [[leatherworking]] labor enabled. The type of [[metal]] used affects the effectiveness of the armor, but all leather, bones and shells are equal in their protection multiplier (see table below). Higher skilled craftsdwarves, leatherworkers and armorers will, on average, produce items of higher [[quality]], that increases the effectiveness of the armor.&lt;br /&gt;
&lt;br /&gt;
====Quality====&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Quality/Material equivalence =====&lt;br /&gt;
&lt;br /&gt;
This table shows the (rough) equivalent multiplier for a given material and quality combination.  The exact values have been rounded to the nearest 1/10th to save space on the chart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I have no idea how to do a graph in wiki, short of a jpeg, which didn't turn out so well. Feel free to improve if you have the skillz. please!--&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Material \ Multiplier!! .5 !!  .6 !! .7 !! .8 !! .9  !! 1.0  !! 1.1  !! 1.2 !! 1.3  !! 1.4  !! 1.5 !!  1.6 !! 1.7  !! 1.8 !! 1.9 !! 2.0 !! 2.1 !! 2.2 !! 2.3 !! 2.4 !! 2.5 !! 2.6 !! 2.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! Other&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''Ø''' ||  '''-''' || '''+''' || *  || '''≡''' || ☼  ||   ||  ||  || ||  || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Copper]]&lt;br /&gt;
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Bronze]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Iron]]&lt;br /&gt;
| ||   ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Steel]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  ||  ||  || ||  ||   || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||   || ||'''≡''' || || ||☼&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) ''includes silver, leather, bone, wood, glass, and any other material not listed (except obsidian&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;).  The net effect of non-standard &amp;quot;other&amp;quot; materials used to create artifact weapons during strange moods is not known.''&lt;br /&gt;
::2) ''includes [[bismuth bronze]]''&lt;br /&gt;
::3) ''Currently{{v|0.28.181.40d}}, [[obsidian]] has the same modifiers as steel.''&lt;br /&gt;
&lt;br /&gt;
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ''ever'' be as good as a +fine iron+ one. ''(It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond &amp;quot;masterpiece&amp;quot; level.)''&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Similarly, when set to 'shield' they may pick up a buckler, but switch on their own to a shield as soon as one becomes available. Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
&lt;br /&gt;
''(In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status is currently limited to storage of owned weapons and armor (which are restricted to unusable items, such as overly large weapons and goblin armor).  For now, store your armor in a [[stockpile]] dedicated for the purpose.)''&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to forbid it (or get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of).  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Armor#Size, Permit, and layering armor|Permit]]!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Vest||10||2/2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||75||50/30|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Trousers||20||20||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks||10||60||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted{{version|0.28.181.40d}}.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)&lt;br /&gt;
&lt;br /&gt;
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at &amp;quot;Clothing&amp;quot; armor level, but must be at &amp;quot;Leather&amp;quot; armor level or better before they will put on a metal cap.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
&lt;br /&gt;
The '''Weight''' figure is not meaningful by itself; items made with different materials can have vastly different weights.  For instance, steel items weigh 7.85 times the listed weight (a steel helm weighs 20 * 7.85 = 157Γ). &lt;br /&gt;
&lt;br /&gt;
Some selected weight multipliers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Steel and iron || 7.85&lt;br /&gt;
|-&lt;br /&gt;
| Bronze and bismuth bronze || 8.25&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 8.93&lt;br /&gt;
|-&lt;br /&gt;
| Silver || 10.49&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Most stone || 2.67&lt;br /&gt;
|-&lt;br /&gt;
| Leather || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Plant cloth || 1.52&lt;br /&gt;
|-&lt;br /&gt;
| Silk cloth || 1.34&lt;br /&gt;
|-&lt;br /&gt;
| Bone and shell || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| Glumprong wood (the heaviest) || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Feather tree wood (the lightest) || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Tower-cap wood || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Most other wood || ~0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More weight multipliers can be found in the [[raws]]; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000.&lt;br /&gt;
&lt;br /&gt;
===Size, Permit, and layering armor===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment.  (The last garment itself can go over the limit.)&lt;br /&gt;
&lt;br /&gt;
If a dwarf is not wearing too much mundane clothing (too many robes, etc), the following layering is usually possible:&lt;br /&gt;
&lt;br /&gt;
:* Cap (metal or other) under a helmet&lt;br /&gt;
:* leather armor (torso piece) under chain armor (torso piece)&lt;br /&gt;
:* chain armor (torso piece) under plate armor (torso piece)&lt;br /&gt;
&lt;br /&gt;
As mentioned above, the lighter armor must be put on first, and then the heavier assigned.  For some reason, leather armor will not be worn under plate armor.&lt;br /&gt;
&lt;br /&gt;
Note also that socks do have a sizable armor value - wearing them under &amp;quot;armor&amp;quot; boots is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''[[adventurer mode]]''', the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In [[fortress mode]], the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).&lt;br /&gt;
&lt;br /&gt;
Dwarves will only put on the specific level of armor they are told to put on -- unless it is unavailable, in which case they will put on the next-best available armor level.  For instance, if set to &amp;quot;plate&amp;quot;, a dwarf will put on chainmail if no plate is available, or leather armor if neither chain nor plate is available.  &lt;br /&gt;
&lt;br /&gt;
Dwarves will also not remove lesser-level armor when moving to heavier armor level (notwithstanding the &amp;quot;permit&amp;quot; restrictions detailed above).  If you step them through each armor level, you can get them to wear a metal cap plus helm, and chain mail plus plate mail. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
For some reason, dwarves will ''never'' put on cloth/leather caps or gloves (except those they arrive in).  There are no &amp;quot;under&amp;quot; layer headwear or &amp;quot;over&amp;quot; layer handwear in the game; it is possible this omission is causing the clothes-wearing algorithm to be non-functional at this time.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]',[[kobolds]]') (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this. Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.  This can be useful on a map without [[iron]] or [[flux]], but it is probably more economical to buy and melt crafts, as they are generally much cheaper.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include shields.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), as do bone leggings. All other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and bucklers come in all the same material flavors as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, but also provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
* Dwarves will not switch to metal gauntlets or greaves by themselves if they are already wearing bone gauntlets or greaves.  They will, however, switch to a &amp;quot;better&amp;quot; material if it changes the level (such as metal helms being chain while bone helms are leather) whether you like it or not.&lt;br /&gt;
* Dwarves will not take off chain mail when switched to &amp;quot;plate&amp;quot; armor level, and will not take off any kind of cap (including metal) when putting on a helm.  They can also wear socks, gloves, trousers, a dress, and one or more robes under armor.  They cannot, however, wear leggings and greaves at the same time, or shoes and boots.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to &amp;quot;unarmed&amp;quot; and make sure they drop both items before assigning them a shield and weapon again.&lt;br /&gt;
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to &amp;quot;clothes&amp;quot; armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor| ]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=63539</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=63539"/>
		<updated>2010-02-22T14:11:10Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentyful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of booze and brewable plants, so you need to do one of them because [[booze]] is a must-have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the best you can do when you have a [[food]] shortage. It has the best returns to time value of all. Just, you won't get that much and you better invest in another method before you run out of bushes to harvest unless you are on a big, fertile map. You can also [[farming|farm]] most plants you gather with the same work and higher output, so outside a shortage its more a flavor than a sensible choice. The higher your gatherer skill, the more and faster you get. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds from gathering also allow you to start [[farming]] above ground plants that you can't buy seeds for on embark screen. Keep also in mind that heavy gathering, like logging, will cause your dwarves to go increasingly longer distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Kitchen infrastructure is advisable as not all, but most, plants you gather will be edible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return to cost is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near carp is a steady risk. You can improve on supplementing your dwarves' diet with their [[preferences|likes]], and turtle or lobster shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the fishery first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of warter&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bones]], tallow, [[leather]] and skulls (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Wrestling''' for dodging agressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven hehavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above groud plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarfs who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood Furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush leaves]] for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-breaing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage traps]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarfs eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshops]], a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[trading|liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblins]] and [[elves]] don't seem to trade much food, and the amount of food the [[humans]] bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[sieges]] keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrels]]; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=63538</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=63538"/>
		<updated>2010-02-22T14:11:09Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Angler Mod 2==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
adds 35 new fish&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1327 Angler Mod 2 Download]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Chaos Reigns Mod ==&lt;br /&gt;
&amp;lt;!-- Didn't see it here so I thought I'd put the links to it at least. NOT MINE!--~~~~--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaos reigns is a major modification to Dwarf Fortress by Deathbane, and at the moment requires a clean install (modbase incompatible for some reason). It introduces new races, creatures, materials, and even a few plants and drinks. There's also somewhat of a difficulty ramp-up from vanilla, though not so much as many other mods promising the same.&lt;br /&gt;
&lt;br /&gt;
[[Chaos_Reigns|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=23878.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=491 Download]&lt;br /&gt;
&lt;br /&gt;
(Note: A bit old, but plays fine)&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.81&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[[Civilization_Forge|Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== Dendrology Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
Adds 67 new trees.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1326 Dendrology Mod Download]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Dig Deeper Mod ==&lt;br /&gt;
&lt;br /&gt;
Expands upon existing Dwarf Fortress game-play to deliver much, much, much more variance from the small things to the large things. Includes a slew of plausible and well researched new creatures, metals, plants, gems, wood and more.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35736.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Gnome Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds in a new breed of gnome as a playable civilization.  The gnomes have a large assortment of unorthodox weapons, toys and traps.  While peaceful, they have a tendency to wage genocidal war against elves.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=48381.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavor text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to spice up farming a little bit by adding some new plants and tweaking the existing ones.&lt;br /&gt;
&lt;br /&gt;
Plants can no longer be farmed during winter. Dyes can no longer be farmed, only gathered wild. Three new dye colors, four new farm crops, and one new rare herb. &lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Stones &amp;amp; Metals) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to remove some of the more pointless or annoying aspects of stones and metals.&lt;br /&gt;
&lt;br /&gt;
Unusual colored stones can no longer be found in layers or large clusters, so if you get an alert for a non-economic stone, you might still want to set them aside for special projects. Layers in general are simplified by removing or condensing redundant layers, while still keeping enough variety.&lt;br /&gt;
&lt;br /&gt;
Metals are simplified by removing pig iron from the steel-making process, and also removing bismuth. This also means that your nobles will no longer make demands for items of these useless intermediate metals.&lt;br /&gt;
&lt;br /&gt;
I've also added a dummy reaction for bauxite, so that you can enable/disable bauxite usage from the stone screen.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_stones.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Clothes, Armor &amp;amp; Weapons) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to reduce the hassle of dealing with the hundreds of useless scraps of clothes that pile up after sieges. The number of different clothing slots is reduced, so no more socks, mittens, caps, cloaks, and who knows what else. Clothing choice in general has been reduced, to make things easier to find in the stocks screen. Armor coverage is still available for all slots. Some of the redundant weapon choices available to non-dwarven civs have been condensed.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_clothes.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod 3.5 ==&lt;br /&gt;
&lt;br /&gt;
Updated July 16, 2009&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Wonderment Mod v1.0 ==&lt;br /&gt;
&lt;br /&gt;
Updated August, 2009&lt;br /&gt;
&lt;br /&gt;
The Wonderment Mod makes changes to minerals, metals, and gems to focus on the partially medieval, partially fantasy setting that most of us feel is appropriate for dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every single mineral, every single metal, and every single gem should have character; you should be able to feel that each one belongs in the game, that it adds to the experience.  Painstakingly researched realism, abundant imagination, and careful adaptation to the inner workings of DF together will, I hope, let you delve more deeply, build more grandly ... and create more Wonderment!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1324 Download]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=40229.0 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Basilisk Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated September, 2009&lt;br /&gt;
&lt;br /&gt;
The Basilisk mod adds a new, nearly invincible megabeast into the game--basically, it is a land-going juggernaught that destroys anything in its path. The file is found on the [[Basilisk mod]] page.&lt;br /&gt;
&lt;br /&gt;
It is currently being modified for even greater [[fun]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Deserted squad mod]] ==&lt;br /&gt;
&lt;br /&gt;
Work began 9/26/09. This mod adds several dangerous monsters, new plants, megabeasts, improves on the standard game elements, minerals, etc, and makes it so that the rest of the dwarven world has left your dwarves for dead.&lt;br /&gt;
&lt;br /&gt;
== [[New Hats]] ==&lt;br /&gt;
Adds a few new items to be worn on the head.&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=63537</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=63537"/>
		<updated>2010-02-22T14:09:42Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity_tokens|entity tokens]].&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's bones to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like.  Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.&lt;br /&gt;
See [[Building destroyer]] for full discussion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| Removed in version 0.28.181.39a - in prior versions, if a creature had this tag, it could only be slaughtered (that is, dragged to a [[Butcher's Shop]]), and if it died of any other cause, the corpse could not be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's cheese to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal and eat edible items from you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (apparently the highest [[value]] it can find). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the drink to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Region#Surroundings]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
* ? (always 50 or 100)&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| The extract gotten from the creature can be made into cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's extract to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature can see regardless of whether it has working eyes.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
| pretty worthless now. It was very important in the 2-dimensional DF.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| As of the current version{{version|0.28.181.40d}}, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. &amp;quot;High frequency means you get more when the number is high, so 100 would be the most common.  If you don't enter a number, it uses 50.&amp;quot;&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Minimum and Maximum age at which a creature will die from old age. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's silk to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down.&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of [[glowing pit|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Clothing width, similar to NARROW. If you have STOUT humans they will have &amp;quot;stout&amp;quot; inventory prefixes. Perhaps also: Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
| Without it, leather items made from skin of this creature are stupidly heavy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_MICRO&lt;br /&gt;
|&lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.  ''However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers.  This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal.'' (speculation by [[User:Flippantelf|Flippantelf]] 04:45, 15 June 2009 (UTC))&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| X_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of profession X.  &lt;br /&gt;
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
From the [[string dump]](v40d), permissible tags seem to be:&lt;br /&gt;
 &lt;br /&gt;
CRAFTSMAN_NAME, FISHERMAN_NAME&lt;br /&gt;
&lt;br /&gt;
HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,&lt;br /&gt;
&lt;br /&gt;
SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH&lt;br /&gt;
or SPECIALATTACK_ &amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack.  Not mutually exclusive with _WITH&lt;br /&gt;
or SPECIALATTACK_ &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to farther experiment with the max value)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)&lt;br /&gt;
&amp;lt;small&amp;gt;! It seems to only make the target creature bleed/heavy bleed. farther testing&amp;lt;/small&amp;gt;  [HUGO_THE_DWARF]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=63535</id>
		<title>40d:Starting build design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=63535"/>
		<updated>2010-02-22T14:09:07Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.&lt;br /&gt;
&lt;br /&gt;
See [[starting builds]] for a general discussion of this topic.&lt;br /&gt;
&lt;br /&gt;
==Tricks and Tactics==&lt;br /&gt;
&lt;br /&gt;
Many of these can be adapted into most any other build philosophy. &lt;br /&gt;
&lt;br /&gt;
===Free Equipment===&lt;br /&gt;
See [[Starting_build#Free_Equipment]]&lt;br /&gt;
&lt;br /&gt;
===(War)dogs as (early) military===&lt;br /&gt;
Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs &amp;quot;for their loyalty&amp;quot;, to give them an additional happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
=== Everyone Mines ===&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
''(Compare with DIY, next)''&lt;br /&gt;
&lt;br /&gt;
===DIY Tools &amp;amp; Weapons===&lt;br /&gt;
&lt;br /&gt;
Rather than buy no-[[quality]] copper [[pick]]s and a no-quality [[steel]] [[axe]], some players choose to save money and forge some (or all) of these on site.  The savings of buying the ore (or just the metal bars) can be huge, and with a proficient [[weaponsmith]] the improvement in quality can be significant.  It also adds to [[created wealth]] instead of imported wealth.&lt;br /&gt;
&lt;br /&gt;
See [[Do it yourself]] for a full discussion.&lt;br /&gt;
&lt;br /&gt;
(Note: A single copper pick is cheap and not a bad investment, unless looking for a [[challenge]].)&lt;br /&gt;
&lt;br /&gt;
===Chopping wood is dangerous!===&lt;br /&gt;
Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.&lt;br /&gt;
&lt;br /&gt;
===Booze by popular demand===&lt;br /&gt;
Many of your starting 7 dwarfs may show a [[preference]] for one [[booze]] over all others. Since it all costs the same, bringing more of those types of booze can give them slightly happier [[thought]]s (until that type runs out).  Be cautious of bringing too much [[dwarven wine]] if you are going to rely heavily on [[plump helmet]]s for food and drink - dwarves don't like drinking the same wine all the time (even their favorite?) so bringing variety now is a good call.&lt;br /&gt;
&lt;br /&gt;
==Full Builds==&lt;br /&gt;
Many of these builds are extremely specific, some overly so. Some have good reasons (and hopefully those are stated), but thoughtfully adapting and tweaking to your playstyle and preferences is encouraged.&lt;br /&gt;
&lt;br /&gt;
===A basic build ===&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* 2 miner/X (digging stone can be slow - this gets you into the ground asap)&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such&lt;br /&gt;
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].&lt;br /&gt;
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.&lt;br /&gt;
* (optional) other kinds of [[seed]]s and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].&lt;br /&gt;
&lt;br /&gt;
=== Metalbashing/Glassworking ===&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal as well but large coal seams or a forest will also suffice.  A site with [[sedimentary]] [layer]s and [[flux]] should mean nearly unlimited [[steel]].  Any site with [[sand]] (not &amp;quot;loamy sand&amp;quot; or the like) will permit [[glassworking]].  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* A Carpenter/Woodcutter/Leader:  A bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal [[personality]].&lt;br /&gt;
* A Mason/Mechanic/Building designer:  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist:  This dwarf will gather the plant material you need to brew drinks.   Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/(Cook):  This dwarf is responsible for keeping your community fed and liquored up - the cook is optional.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
'''Core Items''' (all starts)&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s. 11 give 2 barrels.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (fast start)&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (slow start)&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which can take 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* with the points you save by not bringing an anvil, ores or bars of metals, and (if needed) coal (for fuel and coke) and/or  flux.&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed. &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;moderate start&amp;quot; would split the differences.&lt;br /&gt;
&lt;br /&gt;
===Do it yourself ===&lt;br /&gt;
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  This is both weapons/tools and seeds - you just don't need a lot of seeds if you have a half-decent [[Grower]].  Read the [[Make your own weapons]] article for more info and possible variations on the tools, and [[grower]] for an idea of how fast seeds can multiply.&lt;br /&gt;
&lt;br /&gt;
The skill mix leans toward military and metal bashing, but has room for something else.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, &amp;amp; 5 more points in any military skills - your Leader, Outdoors, Security&lt;br /&gt;
* Miner 5/Siege Engineer 5&lt;br /&gt;
* Mason 5/Stone Crafter 5 &lt;br /&gt;
* Armorsmith 5/Cook 5 &lt;br /&gt;
* Mechanic 5/Brewer 5&lt;br /&gt;
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods)&lt;br /&gt;
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)&lt;br /&gt;
&lt;br /&gt;
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.&lt;br /&gt;
&lt;br /&gt;
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce. &lt;br /&gt;
&lt;br /&gt;
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
* Tools: &lt;br /&gt;
:* Anvil&lt;br /&gt;
:*  1 copper pick (to get digging with no delay)&lt;br /&gt;
* Alcohol:&lt;br /&gt;
:*16 alcohol A (4 barrels) &lt;br /&gt;
:* 16 alcohol B (4 barrels) &lt;br /&gt;
:* 11 alcohol C (3 barrels) &lt;br /&gt;
:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)&lt;br /&gt;
* Seeds: &lt;br /&gt;
:*  3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below)&lt;br /&gt;
:*  3 seeds each x other 4 crop seeds for the rest (enough to get started, they'll multiply after season one)&lt;br /&gt;
:*  2 Dimple cup seeds (not a food crop, just enough to get started)&lt;br /&gt;
* Food:&lt;br /&gt;
:* 11 Plump helmets (2 barrels)&lt;br /&gt;
:* 11 Turtle (2 barrels)&lt;br /&gt;
:*  2 Cave lobster (for rare shells)&lt;br /&gt;
:*  1 ''each'' fish or meat that costs less than 8 pts (availability will vary depending on civilization)&lt;br /&gt;
* Raw Materials:&lt;br /&gt;
:*  4 wood (plus 3 from wagon, enough to get started)&lt;br /&gt;
:*  4 [[bauxite]] stone&lt;br /&gt;
:*  8 [[bituminous coal]]&lt;br /&gt;
:*  1 [[copper]] ore (copper nuggets or malachite)&lt;br /&gt;
:*  6 [[tetrahedrite]] ore (for [[silver]] potential)&lt;br /&gt;
:*  3 [[cassiterite]] (tin) ore (for [[bronze]])&lt;br /&gt;
:*  2 [[bismuthinite]] ore (to make [[bismuth bronze]])&lt;br /&gt;
:*  3 [[galena]] ore (for silver potential)&lt;br /&gt;
:*  2 [[sphalerite]] ore (for zinc, to make brass)&lt;br /&gt;
* Misc:&lt;br /&gt;
:*  3 cheap leather (to be made into bags)&lt;br /&gt;
:*  1 cheap leather bag (for immediate use)&lt;br /&gt;
* Animals:&lt;br /&gt;
:*  4 dogs (outdoor dwarf will train)&lt;br /&gt;
:*  2 cats (for breeding, to produce leather, bones, meat)&lt;br /&gt;
&lt;br /&gt;
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.&lt;br /&gt;
&lt;br /&gt;
It's possible that &amp;quot;too many&amp;quot; cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.&lt;br /&gt;
&lt;br /&gt;
On a low-wood map, a few more wood and less ore.  If one or more ores are unavailable, buy more food, wood or other ores.  &lt;br /&gt;
&lt;br /&gt;
When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)&lt;br /&gt;
&lt;br /&gt;
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) &amp;amp; lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous!  Forbid or stash the unusual ores (and shells) for later moods &amp;amp; mandates.&lt;br /&gt;
&lt;br /&gt;
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.&lt;br /&gt;
&lt;br /&gt;
With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.&lt;br /&gt;
&lt;br /&gt;
===A Generalist Build===&lt;br /&gt;
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free &amp;quot;slots&amp;quot; to buy to max proficiency, this can form the backbone of a build for nearly any playing style.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each dwarf receives 5 points to each of their 2 primary skills, except for the Broker.&lt;br /&gt;
*Dwarf 1 - Miner/Stone Crafter&lt;br /&gt;
:This guy will be your mining foreman while establishing a fortress, and will reach legendary soon enough to not waste too much ore, gems, etc.  5 points into Stone Crafter may seem like a waste given how common the material is, but a Proficient Stone Crafter will create items over 3 times as valuable, on average, as a no-skill one.  On more difficult maps, tripling the stuff you get from the first caravan may be the difference between starvation and glory.  If you're trying to get a metal industry up fast, quality crafts will make trading for an anvil much easier.&lt;br /&gt;
*Dwarf 2 - Carpenter/Mechanic&lt;br /&gt;
:Beds, beds, beds!  A skilled carpenter will make higher quality beds faster than a no-skill one.  Decent quality beds can go a long way towards keeping your starting 7 and early immigrants from tantruming.  Once the fortress is established, he will also make quality mechanisms for traps and constructions.  Carpentry and Mechanics are both relatively low priority jobs most of the time, so this dwarf should also often be available for hauling and odd jobs.&lt;br /&gt;
*Dwarves 3 and 4 - Mason/Other&lt;br /&gt;
:Rock furniture is quite important in most forts, and once again, high quality means happy dwarves.  Possible pairings for these two are:&lt;br /&gt;
:*Siege Engineer - If you'll be using siege engines at all, starting with the skill is much less painful than training it up from scratch.&lt;br /&gt;
:*Bowyer - Wood and bone crossbows tend to be very useful in the early game, whether for traps or for arming marksdwarves.  There's absolutely no benefit to using metal crossbows over bone or wood ones in weapon traps, so high quality bone/wood bows can easily be a staple for traps, through the entire game.&lt;br /&gt;
:*Weaponsmith - Weapons are (obviously) important for defense, whether they're placed in traps, or in the hands of military dwarves.  They're also half-decent trade items.&lt;br /&gt;
:*Armorsmith - If you'll be relying on a military at all, metal armor is a must.  Otherwise, not necessary.&lt;br /&gt;
:*Crafting skills - These dwarves could also turn out large quantities of valuable trade goods.  Metalsmithing, Metal Crafting, and Gem Cutting are difficult and expensive to train up.  Leatherworker and Clothier use common and cheap materials, and can produce decent value goods.&lt;br /&gt;
:*Cooking or Brewing - Easy to train, but high quality comestibles help keep your dwarves happy.&lt;br /&gt;
*Dwarves 5 and 6 - Grower/Other&lt;br /&gt;
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.&lt;br /&gt;
*Dwarf 7 - Broker&lt;br /&gt;
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be [[Intimidator]] 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and Persuader.  It may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*7 copper picks&lt;br /&gt;
:A pick for everyone can make early excavations much faster, with your Proficient Miner leading the way.&lt;br /&gt;
*0 to 2 steel battleaxes&lt;br /&gt;
:Depending on how much early wood cutting you plan on doing.  If there are no trees, the points can probably be better spent elsewhere (such as on more wood).&lt;br /&gt;
*Wood&lt;br /&gt;
:Even if you'll be on a heavily forested map, starting with wood will save time, as unskilled wood cutting is rather slow, and skipping early cutting allows all 7 dwarves to dig.  At only 3 units per log, why not put your leftover points here?  If your embark site has no trees, buy as much wood as you can afford.&lt;br /&gt;
*1-2 cages&lt;br /&gt;
:You cannot cage animals too early, if you don't want to be up to your ears in puppies and kittens.&lt;br /&gt;
*1-2 ropes&lt;br /&gt;
:For tying guard animals near your fortress entrance.  Kobold thieves can begin showing up quite early.&lt;br /&gt;
*2 or more dogs and/or war dogs&lt;br /&gt;
:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.&lt;br /&gt;
*1-2 cats&lt;br /&gt;
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a [[catsplosion]].  That way, if the other cat meets with misfortune, you still have a spare.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
===Yet another basic build===&lt;br /&gt;
Because everybody else on the internet is wrong, you know.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: Competent Miner / Gem Cutter / Glassmaker (if sand) / Stone Crafter (if not)&lt;br /&gt;
Since mining is not a full time job, allowing one of your miners to either make glass, stone crafts or cut gems is a good way to stop them from slacking off.&lt;br /&gt;
&lt;br /&gt;
Dwarf 2: Competent Miner / Furnace Operator / Novice Building Designer / Metal Crafter / Metalsmithing&lt;br /&gt;
Again, your miner isn't always busy, so let them handle the furnace and make some nice metal stuff.&lt;br /&gt;
&lt;br /&gt;
Dwarf 3: Competent Wood Cutter / Herbalist / Competent Axedwarf / (Ambusher / Thresher / Cook)&lt;br /&gt;
Your woodcutter should collect outside plants, to allow saplings to grow. Axedwarf means thieves and wild animals can be dealt with. Ambusher is useful for supplying you with meat and leather, while Thresher and Cook allow for a variety of crops to be used.&lt;br /&gt;
&lt;br /&gt;
Dwarf 4: Skilled Grower / Skilled Brewer / (Thresher / Cook)&lt;br /&gt;
Growing and brewing are both part-time jobs, so combine them. Depending on what you gave your woodcutter, give the farmer the other option between threshing and cooking.&lt;br /&gt;
&lt;br /&gt;
Dwarf 5: Competent Mason / Mechanic / (Stone Crafter / Gem Cutter)&lt;br /&gt;
A mason should be busy making furniture, but mechanisms are always important, especially before you have a military. Stone Crafter or Gem Cutter are filler, but don't use them if you have them on a miner. &lt;br /&gt;
&lt;br /&gt;
Dwarf 6: Competent Carpenter / Wood Crafter / (Competent Bowyer / Proficent Siege Engineer)&lt;br /&gt;
Carpenting, wood crafting and either crossbow-making or siege engineering go hand in hand. Make sure your dwarf has good siege engineering, quality is important and wood is limited.&lt;br /&gt;
&lt;br /&gt;
Dwarf 7: Skilled Weaponsmith / Skilled Armorsmith / (Appraiser / Bookkeeper)&lt;br /&gt;
High-quality weapons and armor are always a boon to a fortress, but hard to train efficiently. If you aren't going to be forging for a while, make him your broker or bookkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
1 Anvil&lt;br /&gt;
1 Steel battle axe&lt;br /&gt;
2 Copper picks&lt;br /&gt;
21 of each alcohol except dwarven wine&lt;br /&gt;
11 Plump helmets&lt;br /&gt;
10 Plump hemet spawn&lt;br /&gt;
10 Sweet pod seeds / Rock nuts / Pig tail seeds (depending on preference)&lt;br /&gt;
1 unit of every 2* meat/fish&lt;br /&gt;
1 cat&lt;br /&gt;
2 dogs&lt;br /&gt;
The rest of your points can be spent at your discretion, although I recommend taking wood, ore, pretty colored stone, more alcohol/food or metal bars.&lt;br /&gt;
&lt;br /&gt;
===A Military Build===&lt;br /&gt;
Embarking on a predictably dangerous area and you ancticipate needing a more serious military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves ready for full-time duty as needed.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Dwarves receive 5 points to each of their skills, unless otherwise noted.&lt;br /&gt;
*Dwarf 1 - Miner/Mason&lt;br /&gt;
:This guy digs holes, makes rocks, and turns the rocks into useful things.  Very dwarfy.&lt;br /&gt;
*Dwarf 2 - Carpenter/Grower&lt;br /&gt;
:When he's not making beds for the barracks, he's tilling the fields.&lt;br /&gt;
*Dwarf 3 - Broker/Leatherworker&lt;br /&gt;
:Leatherworker is vital in the early game, as your dwarves will be dependent on leather armor for quite awhile.  Later on, he can make and sell leather crafts.  For broker skills, 1 point into Judge of Intent and 2 each to Appraisal and Intimidator should be fine.&lt;br /&gt;
*Dwarf 4 - Weaponsmith/Armorsmith&lt;br /&gt;
:Early on, put him to work as a wood cutter, miner, or hauler.  He'll be worth his weight in adamantine once you acquire an anvil and metal.  You could also use him as an unskilled mechanic initially, to help reinforce your fort's defenses.&lt;br /&gt;
*Dwarves 5, 6, and 7 - Soldiers.&lt;br /&gt;
:Other than weapon skills, Shield User and Armor User are very important, and relatively slow to train.  Wrestler can be trained fairly easily by sparring, but is very important in combat.  One Weapon skill should be maxed, with the rest of the points going into a mixture of Shield User, Armor User, and Wrestler, depending on your priorities.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*1 to 4 copper picks&lt;br /&gt;
*3 steel weapons, depending on your soldiers' weapon skills&lt;br /&gt;
:This should usually include at least one axe, so that you can chop wood.&lt;br /&gt;
*Wood&lt;br /&gt;
:Logs are cheap, and buying some wood at the start means your steel battleaxe can stay in the hands of a soldier, rather than a civilian Wood Cutter.  If you're embarking on a map with no trees, you don't really have a choice.&lt;br /&gt;
*2 Ropes (optional)&lt;br /&gt;
:Guard animals may or may not be needed, when you start with military dwarves.&lt;br /&gt;
*As many dogs and war dogs as you can afford&lt;br /&gt;
:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.&lt;br /&gt;
*0 to 1 cat&lt;br /&gt;
:You'll need to decide whether [[vermin]] or [[miasma]] will be a bigger problem, and choose cat or no cat accordingly.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==The fast way to cheap meats==&lt;br /&gt;
&lt;br /&gt;
Many players always start with &amp;quot;1&amp;quot; of as many cheap types of meat and fish as they can, for the barrels. It can save time to create an Embark Profile for this purpose. Edit the following into the profile in .\data\init\embark_profiles.txt, add a significant TITLE if there is not already one, save that file and then ''close and restart'' DF.&lt;br /&gt;
&lt;br /&gt;
See [[Starting_build#Saving_a_starting_mix|Saving a starting mix]] for more information.&lt;br /&gt;
&lt;br /&gt;
Different starting dwarven [[civilization]]s may have different availabilities. When selecting an Embark Profile, the game will automatically direct you to the &amp;quot;[[Starting_build#.22Prepare_for_the_Journey_Carefully.22|Prepare for the Journey Carefully]]&amp;quot; screen. Items unavailable from a chosen starting profile will be announced '''in red'''.&lt;br /&gt;
&lt;br /&gt;
If you wish more than &amp;quot;1&amp;quot; of something - perhaps 11 turtle, for instance, for the [[shell]]s (and ''two'' barrels!), then change the number after &amp;quot;ITEM:&amp;quot; to that value.&lt;br /&gt;
&lt;br /&gt;
Remember - the TITLE is '''only''' if you are '''not''' adding this to an existing profile!&lt;br /&gt;
&lt;br /&gt;
''This first group are all the 2 dwarfbuck meats:''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[TITLE:CHEAP DWARFBUCK MEATS]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:MEAT:NONE:CAT:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DOG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DONKEY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:HORSE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MULE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:BONOBO:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:CHIMPANZEE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DEER:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:FOX:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GAZELLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BILOU:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_CRESTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_HANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_GRAY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_PILEATED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SIAMANG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SILVERY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_BROWED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_HANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GORILLA:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GROUNDHOG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MACAQUE_RHESUS:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MANDRILL:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MARMOT_HOARY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GOAT_MOUNTAIN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:ORANGUTAN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:RACCOON:NONE]&amp;lt;br&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_ANCHOVY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BLACK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BROWN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_YELLOW:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CHAR:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CLOWNFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_FLOUNDER:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GLASSEYE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GUPPY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAGFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAKE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HERRING:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_KNIFEFISH_BANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LAMPREY_BROOK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LOACH_CLOWN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LUNGFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MACKEREL:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MOLLY_SAILFIN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PERCH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PUFFER_WHITE_SPOTTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RATFISH_SPOTTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY_BAT:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY THORNBACK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SALMON:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SEAHORSE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SHAD:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SOLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_RAINBOW:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_STEELHEAD:NONE]&amp;lt;br&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:FISH:NONE:TURTLE:NONE]&amp;lt;br&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Add the next directly with the above to include all 4 dwarfbuck meats...''{{verify}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:MEAT:NONE:BEAK_DOG:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:CAMEL_1_HUMP:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:CAMEL_2_HUMP:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:COW:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:ELK:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:BLENDEC_FOUL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MOLE_GIANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;!-- Grimelings leave no meat--&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:WOLF_ICE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MUSKOX:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MOLE_DOG_NAKED:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:RAT_LARGE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:RAT_GIANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;!-- Satyrs are not-butcherable, no meat--&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:WARTHOG:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:WOLF:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CAVE:NONE]&amp;lt;br&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:FISH:NONE:LOBSTER_CAVE:NONE]&amp;lt;br&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Challenge Builds==&lt;br /&gt;
If you feel you've got DF mastererd ([[fun|heh]]) and really want a challenge, then consider a [[challenges|challenge build]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=63534</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=63534"/>
		<updated>2010-02-22T14:08:59Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Incredibly Resource Rich Starting Location===&lt;br /&gt;
&lt;br /&gt;
Embark on the magma pipe near the center, and enjoy river, pipe, adamantite, plenty of obsidian, flux stone, trees, a lot of gold, and more!&lt;br /&gt;
&lt;br /&gt;
	[SEED:340187300]&lt;br /&gt;
	[HISTORY_SEED:3924664033]&lt;br /&gt;
	[NAME_SEED:186848708]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': One vein of limonite and one cluster of magnetite, but both are directly below the aquifer and are thus unusable without significant effort.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium,&lt;br /&gt;
Seed: 2422583942,&lt;br /&gt;
History Seed: 173103888,&lt;br /&gt;
Name Seed: 2864375868 &lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. The rivers form two natural freshwater lakes, a small waterfall and there is an underground magma pipe to be discovered. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful).&lt;br /&gt;
&lt;br /&gt;
===Thadar Alu===&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:367433665]&lt;br /&gt;
	[HISTORY_SEED:1729088104]&lt;br /&gt;
	[NAME_SEED:870895962]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:250:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:290:305:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:100:100]&lt;br /&gt;
	[TEMPERATURE:10:90:100:100]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:100:100:0:0]&lt;br /&gt;
	[SAVAGERY:40:100:1600:1600]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:50]&lt;br /&gt;
	[RIVER_MINS:800:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:25]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Good Mix of Resources===&lt;br /&gt;
&lt;br /&gt;
Seed: 1158498054 (generated on WinXP 32 Bit v0.28.181.40d)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
Here's a 5x5 spot with &lt;br /&gt;
&lt;br /&gt;
* Some Trees&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Magma Pipe&lt;br /&gt;
* Chasm (open to the surface)&lt;br /&gt;
* Sand&lt;br /&gt;
* Pit&lt;br /&gt;
* River&lt;br /&gt;
* Gems&lt;br /&gt;
* Temperate weather&lt;br /&gt;
&lt;br /&gt;
[[Image:GoodMixOfResources.png]]&lt;br /&gt;
&lt;br /&gt;
===Good Location===&lt;br /&gt;
&lt;br /&gt;
Generated on WinXP, v0.28.181.40d&lt;br /&gt;
&lt;br /&gt;
Seed: 2814973378, Size: LARGE, Minimum Volcano Number set to 18&lt;br /&gt;
&lt;br /&gt;
[[Image:GoodLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
An 8x3 area, covering the edge of a mountain range and a woodland plain.  A brook divides the two main biomes, and the map is completely flat East of it.  Surroundings are hot (the murky pools do '''not''' evaporate) and wilderness.  Wide variety of local wildlife, magma creatures are contained until you tap the pipe.  Occasionally world gen can create an underground goblin road running just east of the Magma.  With a larger area you could also include an underground river, a chasm and a pit, although they would all be deep inside the mountain.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Decent Tree cover to the East of the brook&lt;br /&gt;
* '''Ores''': Magnetite and Hematite in the Limestone layer, Copper, Gold, Platinum and Aluminum also observed&lt;br /&gt;
* '''Stone''': Limestone, Obsidian and Bauxite&lt;br /&gt;
* '''Soil''': One layer East of the river&lt;br /&gt;
* '''Flux''': Limestone&lt;br /&gt;
* '''Magma''': Magma Pipe, entirely concealed in the mountain, but location is visible from the surface as a circular depression.&lt;br /&gt;
* '''Fuel''': Magma, Bituminous Coal and Lignite, Trees&lt;br /&gt;
* '''Water''': Brook&lt;br /&gt;
* '''Sand''': None, unfortunately&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
* '''Adamantine/HFS''': Central, deep down near the edge of the Mountain&lt;br /&gt;
* '''Optional''': Underground river, chasm, pit&lt;br /&gt;
* '''Does not have''': Cave, aquifer, sand&lt;br /&gt;
&lt;br /&gt;
===The Eternal Realms===&lt;br /&gt;
[[Image:The_eternal_realms_worldmap.png|thumb|250px|The Eternal Realms]]&lt;br /&gt;
&lt;br /&gt;
Seed: 4981584, Size: MEDIUM (default)&lt;br /&gt;
&lt;br /&gt;
* Big Sea on the West side&lt;br /&gt;
* Huge Mountain range in NE side; lots of rivers around there too.&lt;br /&gt;
* Forest with two big lakes on the South Side&lt;br /&gt;
* Three Evil Pink Blobs in the foothills.&lt;br /&gt;
&lt;br /&gt;
I haven't used this map in fortress mode yet, but it looks very plentiful.&lt;br /&gt;
&lt;br /&gt;
===The Portentous Realms===&lt;br /&gt;
&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:LARGE]&lt;br /&gt;
	[SEED:2637231019]&lt;br /&gt;
	[HISTORY_SEED:3441458273]&lt;br /&gt;
	[NAME_SEED:936820994]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:300:-1]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:1:400:800:800]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:50]&lt;br /&gt;
	[OCEAN_EDGE_MIN:2]&lt;br /&gt;
	[VOLCANO_MIN:15]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:DESERT:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:FOREST:4128:13:12]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:8256:9:9]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:8256:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:8256:13:12]&lt;br /&gt;
	[REGION_COUNTS:HILLS:8256:13:12]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:100]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:50]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:8256:16512:8256]&lt;br /&gt;
	[RAIN_RANGES:8256:16512:8256]&lt;br /&gt;
	[DRAINAGE_RANGES:8256:16512:8256]&lt;br /&gt;
	[SAVAGERY_RANGES:8256:16512:8256]&lt;br /&gt;
	[VOLCANISM_RANGES:8256:16512:8256]&lt;br /&gt;
}}&lt;br /&gt;
note: I set the world gen to keep going untill 1050&lt;br /&gt;
&lt;br /&gt;
A 6x6 area with the top 6 being woodland and the rest mountainranges&lt;br /&gt;
I will post an image of location when I have the time, ATM you can find it by using search function (HFS, pipe, flux, underground river and pit) &lt;br /&gt;
&lt;br /&gt;
contains:&lt;br /&gt;
* '''Trees''': enough, I've been going for 4 years and still havent managed to use it all&lt;br /&gt;
* '''Ores''': I've found 2 hematite veins, 2 gold veins and 2 copper so far along with some aluminum and lots of tetrahedrite (I havent really started searching yet, but this bodes well)&lt;br /&gt;
* '''Flux''': There is dolomite below the soil in the north&lt;br /&gt;
* '''Magma''': There is a magma pipe mid bottom a few stories down&lt;br /&gt;
* '''Fuel''': magma, trees, havent found any ores yet, but who neeeds it with magma?&lt;br /&gt;
* '''Water''': underground river along west side and a small murky pool in north&lt;br /&gt;
* '''bottomless pit''': southeast a few stories below the surface&lt;br /&gt;
* '''Sand''': north&lt;br /&gt;
* '''creatures''': surface: groundhogs and goats. river: cave crocodiles, giant olm, giant toads, lizardmen, olms, cavefish and snakemen. bottomless pit: Giant Bats, bats, 1 gremlin, cave Swallowmen, antmen and troglodytes,  magma pipe: Magma man and Fire Imps &lt;br /&gt;
* '''Neighbors''': 2 Dwarves, Goblins, Humans, Elves and kobolds&lt;br /&gt;
* '''HFS''': yes... yes indeed (havent found it yet though&lt;br /&gt;
* '''Does not have''': Cave , aquifer and bauxite&lt;br /&gt;
* '''notes''': when finding the pit you will also see alot of gems, and there is even more in close proximity to it. I've barely scratched the surface, but so far it looks like the place is rich on metal and gems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Frekin Sweet map===&lt;br /&gt;
&lt;br /&gt;
I spent a lot of time creating maps and i think i've found the best map &lt;br /&gt;
&lt;br /&gt;
Done on Vertion 0.28.181.40d &lt;br /&gt;
&lt;br /&gt;
how to find: &lt;br /&gt;
Search for:&lt;br /&gt;
* X + Y Dimention = 8&lt;br /&gt;
* Chasm = Yes&lt;br /&gt;
* Flux = Yes&lt;br /&gt;
* Other Features = Yes&lt;br /&gt;
* Magma Pipe = Yes&lt;br /&gt;
* Bottemless pit = Yes &lt;br /&gt;
* Underground River = Yes&lt;br /&gt;
&lt;br /&gt;
Tress: A few&lt;br /&gt;
HFS: YES YES YES&lt;br /&gt;
Bauxite&lt;br /&gt;
i ran reveal through this and had a quick look lots of gems and lots lots more&lt;br /&gt;
&lt;br /&gt;
and how could i forget No Elves &lt;br /&gt;
&lt;br /&gt;
Download Images and Map From Here : [http://dffd.wimbli.com/file.php?id=977]&lt;br /&gt;
&lt;br /&gt;
===Tar Oru, The Land of Forever===&lt;br /&gt;
&lt;br /&gt;
[[Image:taroru.png|thumb|right|550px|(Click for larger view)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Water: Brook flowing south through the center of the map&lt;br /&gt;
* Trees: Heavily forested west of the brook&lt;br /&gt;
* Magma: Magma Pipe southwest at 146, small wedge of obsidian floor cuts into hillside&lt;br /&gt;
* Sand: Spread across several layers, west of brook&lt;br /&gt;
* Metals/Ores: Lots of Magnetite, some shallow Tetrahedrite and Gold, and everything else but Garnierite and Malachite&lt;br /&gt;
* Bauxite: Lots&lt;br /&gt;
* Flux: Several layers of Chalk&lt;br /&gt;
* Fuel: Magma, 1 vein of Bituminous Coal, several veins of Lignite, and lots of Trees&lt;br /&gt;
* Adamantine: Far south, just west of brook&lt;br /&gt;
* Neighbors: Dwarves, Elves, Goblins, Humans&lt;br /&gt;
* Lacks: No chasm, bottomless pit, underground pool, or underground river, though extending the embark region by 1 tile to the right will add both an underground pool and river&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:521965796]&lt;br /&gt;
	[HISTORY_SEED:3966040568]&lt;br /&gt;
	[NAME_SEED:1364425426]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:3]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:20]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ecamo Ewè, The Universe of Enchantments===&lt;br /&gt;
Pocket world, 8x4 region (search for Flux, Underground River, Magma Pipe, Bottomless Pit, and Other Features)&lt;br /&gt;
&lt;br /&gt;
* Water: Murky pools on surface, single region-tile underground river (waterfall to chasm)&lt;br /&gt;
* Trees: Heavily forested far west, woodland for the rest&lt;br /&gt;
* Magma: Exposed magma pipe at northwest corner&lt;br /&gt;
* Sand: Plentiful black sand&lt;br /&gt;
* Metals/Ores: All metals but Nickel available, abundant Magnetite&lt;br /&gt;
* Bauxite: Lots&lt;br /&gt;
* Flux: Several layers of Chalk&lt;br /&gt;
* Fuel: Magma, numerous veins of Bituminous Coal and Lignite, trees&lt;br /&gt;
* Adamantine: Center of the region&lt;br /&gt;
* Neighbors: All&lt;br /&gt;
* Chasm: Exposed bottomless pit at northeast corner, inhabited by Giant Cave Spider&lt;br /&gt;
* Climate: Temperate (pools don't evaporate or freeze), windy (40 power), and rainy&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:POCKET]&lt;br /&gt;
	[SEED:3290426200]&lt;br /&gt;
	[HISTORY_SEED:1152219728]&lt;br /&gt;
	[NAME_SEED:119762970]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:4:8]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:4:8]&lt;br /&gt;
	[PEAK_NUMBER_MIN:1]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:5]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:36:72:36]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Changing the History seed to 1226960750 will result in a formal Goblin War and no Elves.&lt;br /&gt;
&lt;br /&gt;
=== Scamps world ===&lt;br /&gt;
When converting Scamps name you get the number 722677.&lt;br /&gt;
&lt;br /&gt;
I found a location which apparently has every resource I remember at the moment and that I can check in the embarking screen, though you have to select a 7 to 11 rectangele to get everything. The biggest direct height difference is 3-7, 7 is also the highest elevation.&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
* water (river aboverground and underground, underground pool)&lt;br /&gt;
* magma (pipe and pool)&lt;br /&gt;
* bottomless pit/chasm&lt;br /&gt;
* several heavily forested biomes&lt;br /&gt;
* warm temperature&lt;br /&gt;
* flux (marble)&lt;br /&gt;
* fun stuff&lt;br /&gt;
* sand&lt;br /&gt;
* all types of stone&lt;br /&gt;
&lt;br /&gt;
Not checked, but possible:&lt;br /&gt;
* bauxite&lt;br /&gt;
* silk&lt;br /&gt;
* all precious and rare gems&lt;br /&gt;
&lt;br /&gt;
Use the site finder to get it, but remember that 7 is the height and 11 the width.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wayfarer's area of frekking everything===&lt;br /&gt;
&lt;br /&gt;
This map has nearly everything. It consists of a cliff in east and 3 Mountains on top of it&lt;br /&gt;
*Water: A brook is flowing in the west.&lt;br /&gt;
*Trees: A big forest on top of the cliff&lt;br /&gt;
*Ores: Found a big deposit of magnetite, several hematite veins, lots of gold veins, masses of casserite, native copper and tetrahite. Also some Aluminum clusters&lt;br /&gt;
*Gems: Lots of ornamental and semi-precious gems, some precious ones, too.&lt;br /&gt;
*Underground Pool: there is an underground pool that is very strange: if you dig into the wall of the cliff, you will find a circular room with silt loam cavern floor, but no water. if you cut a channel through it, you'll reveal a pool. Use reveal to find it though. Lots of cave spider webs inside the room as well.&lt;br /&gt;
*Magma: TWO magma pipes, one already revealed at embarking, the second one right next to it.&lt;br /&gt;
*Obsidian: Magma AND several natural obsidian layers&lt;br /&gt;
*Sand: Black, red and normal all over the map&lt;br /&gt;
*Bottomless pit: righ next to the magma pipes, revealed at embark&lt;br /&gt;
*Neighbours: Elves goblins kobolds and humans&lt;br /&gt;
*Stones: Lots of orthoclase and microcline (for those who like it colorful) and some olivine as well. Lots of natural obsidian. Marble (flux), bauxite (in the east very close benath the surface), alunite, granite and diorite.&lt;br /&gt;
ALL in just 6x6!&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d16.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM NEW]&lt;br /&gt;
	[SEED:1836433846]&lt;br /&gt;
	[HISTORY_SEED:1813038558]&lt;br /&gt;
	[NAME_SEED:3953348458]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:3]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:20]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=63533</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=63533"/>
		<updated>2010-02-22T14:08:58Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars'''* of pure metal. It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses and/or [[Item value|value]]. The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]]. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of a stone (3) to that of a bar* (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal.&lt;br /&gt;
&lt;br /&gt;
:''(* except [[adamantine]], which produces &amp;quot;wafers&amp;quot; instead of bars)''&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only 11 pure metals in Dwarf Fortress (plus [[Adamantine]]).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another 14.  In some cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the table, below.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of, to increase the value of the bars created, and/or to create items with distinct colors (for instance, [[rose gold]] is pink) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). In some cases ([[bronze]], for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one [[smelter]] task, bypassing the need to first make bars of the pure metals (and thus using only 1 fuel to produce multiple bars).  With one [[Billon|exception]] (which can be viewed as a bug), the number of bars used to create an alloy always equals the number of bars produced; # in = # out.&lt;br /&gt;
&lt;br /&gt;
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] or [[bismuth bronze]] (depending on availability of the necessary ores), and [[zinc]] should be made into [[brass]]. Almost all alloy reactions involve copper, so if [[copper]] is in limited supply on your map (and you wish to maximize value), it should be used for [[fine pewter]]. If you wish to maximize armor and weaponry, use copper for bronze or (better, to stretch it more) bismuth bronze.  [[Nickel]] and [[lead]] do not form monetarily profitable alloys.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
:*2 tin, 1 copper, plus 1 lead ''(worth 2 each, or 8)'' can form '''either''':&lt;br /&gt;
:: 4 [[lay pewter]] ''(worth 3 each, or 12)'', &lt;br /&gt;
::'''or''' &lt;br /&gt;
::3 [[trifle pewter]] ''(worth 4 each, or 12)'' plus the 1 lead ''(14 total, a better value)''.&lt;br /&gt;
:*1 copper, 1 zinc, plus 2 nickel ''(worth 2 each, or 8)'' can form '''either''':&lt;br /&gt;
::4 [[nickel silver]] ''(worth 3 each, or 12)'', &lt;br /&gt;
::'''or''' &lt;br /&gt;
::2 [[brass]] ''(worth 7 each, or 14)'' plus the 2 nickel ''(18 total, a better value)''.&lt;br /&gt;
&lt;br /&gt;
However, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].  Lay pewter may be necessary for [[strange mood]]s or [[mandate]]s, as is true for ''any'' material.&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see [[smelting]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{Metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Adamantine]]|color={{Tile|*|#0ff|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;3:3:1&amp;lt;/font&amp;gt;|ore=[[Raw adamantine]]|wpn=x 5.00|other=Everything except beds|dens=0.200|val=300|valinc=+50}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Aluminum]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=[[Native aluminum]]|wpn=|other=|dens=2.70|val=40|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Bismuth]]|color={{Tile|*|#f0f|#800080}}&amp;lt;font color=#F9F9F9&amp;gt;5:5:1&amp;lt;/font&amp;gt;|ore=[[Bismuthinite]]|wpn=|other=only for Bismuth Bronze|dens=9.78|val=2|valinc=+1}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Copper]]|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|ore=[[Copper nuggets]], [[Malachite]], [[Tetrahedrite]]|wpn=x 0.66|other=|dens=8.93|val=2|valinc=+0, +0, -1*}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Gold]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=[[Gold nuggets]]|wpn=|other=|dens=19.32|val=30|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Iron]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Hematite]], [[Limonite]], [[Magnetite]]|wpn=x 1.00|other=[[Anvil]]s|dens=7.85|val=10|valinc=+2}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Lead]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Galena]]|wpn=|other=|dens=11.34|val=2|valinc=-3*}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Nickel]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Garnierite]]|wpn=|other=cheap magma safe material|dens=8.80|val=2|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Platinum]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=[[Platinum nuggets]]|wpn=|other=|dens=21.40|val=40|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Silver]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=[[Silver nuggets]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |wpn=x .50*|other=No [[pick]]s or [[crossbow]]s|dens=10.49|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Tin]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Cassiterite]]|wpn=|other=|dens=7.28|val=2|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Zinc]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Sphalerite]]|wpn=|other=|dens=7.13|val=2|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{Metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Billon]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Copper]] + [[Silver]]|wpn=|other=|dens=8.93|val=6|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Bismuth bronze]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|wpn=x 0.75|other=|dens=8.25|val=6|valinc=+4}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Black bronze]]|color={{Tile|*|#800080|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;5:6:0&amp;lt;/font&amp;gt;|ore=2 [[Copper]] + 1 [[Silver]] + 1 [[Gold]] '''!'''|wpn=|other=|dens=8.93|val=11|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Brass]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=[[Zinc]] + [[Copper]]|wpn=|other=|dens=8.55|val=7|valinc=+5}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Bronze]]|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|ore=[[Tin]] + [[Copper]]|wpn=x 0.75|other=|dens=8.25|val=5|valinc=+3}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Electrum]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=[[Silver]] + [[Gold]]|wpn=|other=|dens=8.65|val=20|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Fine pewter]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=3 [[Tin]] + 1 [[Copper]]|wpn=|other=|dens=7.28|val=5|valinc=+3}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Lay pewter]]|color={{Tile|*|#008080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;3:7:0&amp;lt;/font&amp;gt;|ore=2 [[Tin]] + 1 [[Copper]] + 1 [[Lead]] '''!'''|wpn=|other=|react=|dens=7.28|val=3|valinc=+1}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Nickel silver]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore= 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]] '''!'''|wpn=|other=|dens=8.65|val=3|valinc=+1}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Pig iron]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Iron]] + [[flux]] stone + [[refined coal]] '''!'''|wpn=|other=Only used to make steel|dens=7.85|val=10|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Rose gold]]|color={{Tile|*|#f0f|#800080}}&amp;lt;font color=#F9F9F9&amp;gt;5:5:1&amp;lt;/font&amp;gt;|ore=3 [[Gold]] + 1 [[Copper]] '''!'''|wpn=|other=|dens=19.32|val=23|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Steel]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[refined coal]] '''!'''|wpn=x 1.33|other=[[Anvil]]s|dens=7.85|val=30|valinc=+20}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Sterling silver]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=3 [[Silver]] + 1 [[Copper]] '''!'''|wpn=|other=|dens=10.49|val=8|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Trifle pewter]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=2 [[Tin]] + 1 [[Copper]]|wpn=|other=|react=|dens=7.28|val=4|valinc=+2}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the [[fuel]] used in that creation.  See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Weapons/Armor''' is the damage/blocking multiplier for weapons and armor in combat. Unless otherwise noted, any metal that can be used for weapons can also be used to make ammo, picks, and crossbows.&lt;br /&gt;
::''*Silver has a 50% armor multiplier, but can't voluntarily be used to make armor. However, a dwarf with a [[strange mood]] might forge armor out of any material, including silver.'' &lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine it's worth.&lt;br /&gt;
:*'''Difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either [[tetrahedrite]] or [[galena]] is +1.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=63532</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=63532"/>
		<updated>2010-02-22T14:08:56Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into [[glowing pits|a very bad place]] can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast's name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of (Demon's name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colorful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of [[trade]]rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=63531</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=63531"/>
		<updated>2010-02-22T14:08:55Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be '''''stagnant''''' or ''[[Murky pool|murky]]'', both of which are sub-standard drinking sources. This may cause dwarves to have unhappy [[thought]]s if they drink from it, making them &amp;quot;complain about the '''nasty water'''&amp;quot;.  Water must be flowing to avoid being/becoming stagnant or murky.  This problem can also be avoided by building [[well]]s.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower-caps]] at a higher rate.  Water can &amp;quot;drown&amp;quot; saplings.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
Main article: [[Evaporation]]&lt;br /&gt;
&lt;br /&gt;
It's important to know that water can evaporate, gone forever.  On any map, any water of depth 1/7, or even of less than 100% 2/7 will (eventually) dry up.  On [[Climate#Hot|hot or very warm]] maps, [[murky pool]]s can quickly go dry from the heat, leaving dwarves with no source of drinking water in case of [[wound|injury]].   On such maps (or if you suspect it), a [[cistern]] should be one of your very early [[what should I build first|priorities]].  Underground, water that is 2/7 or deeper will never evaporate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s, [[bars]] and [[fortification]]s which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Water flow]]&amp;quot;&amp;quot; also refers to the ability of moving water to power a [[waterwheel]].&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Underground pool]]s and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power if the water is in a [[water flow| flowing]] state.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Ice==&lt;br /&gt;
Water will instantly turn into [[ice]] when the environment is cold enough. In some biomes, water will freeze only during the winter. In other biomes the water will always be frozen in all seasons.&lt;br /&gt;
:* See [[Ice]]&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
:* See [[Water pressure]]&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[init.txt]] file to display water as colored numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[Activity_zone#Water_Source|activity zone]] around it. If it shows  &amp;quot;Water Source (0)&amp;quot;, then it is ''salt''water, and thus undrinkable.  Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls, natural floors, other salt water or an aquifer, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries. When in doubt, an activity zone will reveal whether or not the water has been contaminated.&lt;br /&gt;
&lt;br /&gt;
Oddly, a [[well]] built over a source of salt water will still provide drinkable water to dwarves.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
==Contaminated water==&lt;br /&gt;
When [[blood]] or dead bodies come into contact with water, it can become '''contaminated''', and dwarfs will refuse to drink from it.  In a river or brook, this can occur if the contact was upstream of the drinking spot.  Flowing water will recover from contamination faster than murky or stagnant water.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Most climates experience [[rain]]. Rain will slowly fill [[murky pool]]s in the land.  Rain will not collect in dwarf-dug channels.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Water covering&amp;quot; ==&lt;br /&gt;
If, in a dwarf's inventory menu, some or all body parts are described as &amp;quot;Water covering&amp;quot; them (in bright green letters), don't panic - all that means is that the dwarf is wet, not (necessarily) underwater.  They may have been underwater (they may still be underwater!), or just wading about in deep water, or they may have been out in the rain, or walked under falling water somewhere.  Unless exposed to more water, they will dry off soon.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=63530</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=63530"/>
		<updated>2010-02-22T14:08:53Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for general information on [[tilesets]] or the [[List of user graphics sets|Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16&amp;amp;times;16 tiles. Those are listed [[List_of_user_character_sets#16.C3.9716_tilesets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bisasam ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so DF 40d16 ([http://www.bay12games.com/forum/index.php?topic=40349 0.28.181.40d16]) must be used. Note that most symbols are white and the background is transparent, which makes it hard to discern anything in the PNG. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dorten ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gekz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hanuman ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Dullard ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Paul ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sir Henry ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Teeto_K===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Terbert ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Turnip ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets ==&lt;br /&gt;
&lt;br /&gt;
The 16&amp;amp;times;16 tilesets are a subset of square character sets. 16&amp;amp;times;16 is a frequently used size, as shown by the number of tilesets in this section. This is probably because all of the best creature graphics sets use 16&amp;amp;times;16 tiles. Those alternate sets for creatures can be found at [[graphics sets]]. '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Aesomatica ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the suqare set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bisasam ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. DF 40d16 ([http://www.bay12games.com/forum/index.php?topic=40349 0.28.181.40d16]) must be used. Note that most symbols are white and the background is transparent, which makes it hard to discern anything in the PNG. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cooz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://www.dwarffortresswiki.net/index.php/Image:Cooz_curses_square_flat_16x16.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kelora ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nordic Curses ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features colored indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Random832 ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets for edited raws==&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
=== Belal ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Flying Mage ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gold Plated ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview]]&lt;br /&gt;
[[Image:Gold_Plated_world_preview.png|thumb|right|WorldGen preview]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-02-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colors. I hope you enjoy with this tiles. ;)&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dwarfletter ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Isenhertz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lemunde ===&lt;br /&gt;
[[Image:Lemunde_Tileset_16x16_Preview.jpg|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2009-9-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:176:15:3:0] for a more natural look.  Alternatively you can change it to [SKY:170:1:0:0] for a less over-dramatic look.&lt;br /&gt;
&lt;br /&gt;
To take advantage of this tileset's transparency features you'll need the latest '''experimental''' version of Dwarf Fortress, [http://www.bay12games.com/forum/index.php?topic=40349 0.28.181.40d16]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Martin ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== SL ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spreggo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
=== Tigrex ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
=== Tim's ===&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== hermano ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. The altered raws can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== CKY ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plac1d ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quietust ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shaja ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tae ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different. The changed characters, in ASCII order are 'zero', 'at', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'x', 'vertical bar', 'C-cedilla', 'c-cedilla', 'A-ring', 'cent', 'yen', 'E-acute', 'ae ligature', 'peseta', 'florin', 'reversed logical not', 'fractions one half-one quarter', 'selected box drawing characters', 'left-and-right blocks', 'greek alpha, gamma, pi, sigma', 'mu', 'equivalence', 'less-greater or equal', 'top-bottom half integral', 'approximately equal', 'radical root', 'small superscript n'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Taritus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;24&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8&amp;amp;times;8. Used for playing in tiny windows, large grids, display massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nobbins ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental color blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Terbert ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=63529</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=63529"/>
		<updated>2010-02-22T14:08:53Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an intermediate-to-advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate [[stockpile]]s, dig [[channel]]s etc. You should also be at least vaguely familiar with [[dwarf|dwarven]] behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great dwarven general said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of inquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your [[fortification]]s, you must consider not only the behaviours of [[goblin]] invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type ([[mandrill]], goblin, [[troll]], or [[bronze colossus]]).&lt;br /&gt;
&lt;br /&gt;
=== On your entrance ===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for [[Marksdwarf|Marksdwarves]]. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves.&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design.&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe.&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples. Please note that these are only examples. So long as you address all the issues, you can make your entrance in any number of different ways.&lt;br /&gt;
&lt;br /&gt;
===Ground Level===&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
The above image shows the ground floor of the fortress's entrance.&lt;br /&gt;
&lt;br /&gt;
====Main Entrance====&lt;br /&gt;
&lt;br /&gt;
To the top right of the picture is the main [[bridge]] entrance. Important things to note include:&lt;br /&gt;
&lt;br /&gt;
* The bridge is three tiles wide. This is the minimum width for a main bottleneck.&lt;br /&gt;
* The bridge retracts via a [[lever]] that is inside. This enables dwarves to operate the lever even if they are not allowed to go outside. A raised bridge also provides a wall to protect anyone on the inside from hostile ranged weapons.&lt;br /&gt;
* The chained [[dog]]s detect thieves and ambushers that may have made it past any detectors or traps outside&lt;br /&gt;
* The stockpile of stone is for building the [[road]] outside. Stockpiles are useful during the building process if kept at the base of the stairway going up.&lt;br /&gt;
&lt;br /&gt;
The reason that the entrance is outside, rather than the more comfortable subterranean, is so that any civilian dwarves thinking that it would be a good idea to clean a trap, or store an item in a stockpile, get a chance to realise that what they are trying to do is in a forbidden area (i.e. outside with all the goblins!) before actually meeting up with an untimely death.&lt;br /&gt;
&lt;br /&gt;
====Secondary (Goblin) Entrance====&lt;br /&gt;
&lt;br /&gt;
The entrance to the left is specifically designed for invaders. Its features include:&lt;br /&gt;
&lt;br /&gt;
* The bridge on the left wall is so that this entrance can be retracted if so desired. My previous design included [[floor grate]]s (one is still there) connected to a levers. These were destroyed by vandalous trolls, so the bridge, being significantly more sturdy, was used to replace them.&lt;br /&gt;
* There is a long winding corridor, external to the rest of the castle, which is full of [[trap]]s. Weapon traps are most effective at removing goblins and trolls, but will ultimately jam under heavy use. [[Cage]] traps are essentially an instant kill for any unwelcome guest. Only one cage is used so that it can capture a large/powerful invader (one fortress of mine had a caged bronze colossus from this method), with the rest being weapon traps to kill numerous weak invaders such as goblins.&lt;br /&gt;
* The cage trap also means that goblin squad leaders (other than the first one) will make it some distance inside before they die and leave their squad running in disarray. Hopefully the marksdwarves on the battlements (see later in this article) will have had plenty of time to dish out the pain before that squad gets a chance to get out of range again.&lt;br /&gt;
* The [[ramp]] going to the top of the wall allows the removal of goblin chunks, which are occasionally flung up by the weapon traps.&lt;br /&gt;
* On the inner side of the secondary entrance is a long windy path for invaders that might make it past the traps. This path maximises the time invaders spend walking into the fortress while under fire from the patrolling marksdwarves above.&lt;br /&gt;
* The end of the winding path is blocked by a wall. This protects waiting melee dwarves from any ranged attackers that may have made it past the traps.&lt;br /&gt;
&lt;br /&gt;
You can make the trapped area as long as you like, but having it turn back on itself is the most space efficient way to extend it.&lt;br /&gt;
&lt;br /&gt;
====Moat====&lt;br /&gt;
&lt;br /&gt;
The moat around the castle keeps invaders out away from the base of the walls. If you ever get the chance to check out your fortress in [[adventure mode]], you will notice the vision arcs that extend out around objects such as walls and trees. These vision cones also extend from one [[z-axis|z-level]] to another. This means that a dwarf behind a fortification on the top of a wall will not be able to see anything at the base of the wall they are on. Their vision is blocked as far out as the wall is high, so a wall three levels high can't see anything in the first three tiles from the castle walls at ground level.&lt;br /&gt;
&lt;br /&gt;
====The Stairway up====&lt;br /&gt;
&lt;br /&gt;
At the bottom of the picture, on the left and the right, you will see two upward [[staircase]]s. The most important thing to note is that these are on the ''inside''. When construction is underway, it is often easier to leave these sections open so that the stone of choice (I like my walls made in a uniform color) can be stockpiled at the bottom, but if this is not quickly sealed off again, it can leave your marksdwarves vulnerable to melee attack if ambushers can get close enough before the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
===Marksdwarves Patrol Route===&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
Three z-levels above the previous image is the patrol route for marksdwarves. This elevated position gives them a massive advantage over incoming enemies, and full sight of the surrounding area. The dwarves patrol in a circular motion, kind of like a radar sweep, so that they should see anything that is coming in, no matter where they come from.&lt;br /&gt;
&lt;br /&gt;
Interesting points to note include:&lt;br /&gt;
&lt;br /&gt;
* There are ammo bins full of metal [[bolt]]s available near by to minimise dwarves going outside the fortress to pick up ammo&lt;br /&gt;
* The fortifications are not broken up by walls, even though the level above has a floor (to stop patrolling dwarves being nauseated by the sun). The reason for this is that the cone of blocked vision is quite significant (this is particularly noticable in adventure mode), and hampers target acquisition too much over the full distance of engagement.&lt;br /&gt;
* The ground on the left in this case is accessible only from within the fortress. This is the only time that terrain outside the fortiications should be at the same level or higher than the dwarves.&lt;br /&gt;
* No, the new-born baby is not drafted into the military and on patrol. That would just be poor HR management - the new mother is patrolling while breastfeeding...&lt;br /&gt;
&lt;br /&gt;
===Effective Range===&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
This image is one level above the ground level, and shows the effective range of dwarves patrolling at the top of the castle. The piles of goblin clothing shows how far some goblins make it before being shot down. Keep in mind that the actual range of engagement is a little further than this, as most goblins can take a few extra steps after being hit before being taken down. Of course, the better the marksdwarf, the more likely they are to make a kill shot at full range.&lt;br /&gt;
&lt;br /&gt;
You should also notice that the entrance to the fortress is kept fairly clear of trees. This is so that incoming hostiles don't get to hide behind any cover.&lt;br /&gt;
&lt;br /&gt;
This image also shows the method of building multi-level wall building. Each level of wall above the ground has a floor built beside it, and this floor is used to build the wall on that level, which provides a floor on the level above, to build a floor beside and so on. If you want something to do with your excess stone, you can build a 4x4 (or 10x10 if you really like) tower as high as you like this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stocks&amp;diff=63528</id>
		<title>40d:Stocks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stocks&amp;diff=63528"/>
		<updated>2010-02-22T14:08:51Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Stocks''' screen, accessible via the '''[[Status]]''' screen, is a careful record of your fort's entire inventory.  It is managed by the [[bookkeeper]], who periodically must update the [[stockpile]] records, depending on how quickly your fort's [[wealth]] is growing or being depleted.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
The Stocks screen displays a list of product categories on the left side.  Next to those categories is the total number of objects you have that fit within that category, split into first column (grey): number available or in use normally, and second column (red): number of restricted items (read more below), both adding up to the total number on the map.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_stocks_screen.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Bookkeeping &amp;amp; precision==&lt;br /&gt;
&lt;br /&gt;
Precision determines how well your dwarfs are keeping count of all your items.  Items are grouped into general categories - for instance, all hand weapons, crossbows and picks are &amp;quot;weapons&amp;quot;.  The biggest is typically &amp;quot;stones&amp;quot; - all stones you have mined out are included in one category, and viewable by specific type only if your level of accuracy is adequate for that number; anything less, and you will only have a rough total, no ability to view or manipulate the individual items.&lt;br /&gt;
&lt;br /&gt;
The precision of the Stocks screen depends on the settings of the [[bookkeeper]] [[noble]]. (Use {{k|n}} {{k|s}} to access that screen.) Precision affects three factors - the time spent at that labor (more precision takes more time), the number of significant figures (see immediately below), and whether the Inventory is active or unavailable for a given item type (see Inventory, bottom).  &lt;br /&gt;
&lt;br /&gt;
There are five possible settings:&lt;br /&gt;
&lt;br /&gt;
; Lowest Precision&lt;br /&gt;
: This is the default setting, precise only to one significant figure.  It's only fine for your initial embark until you feel you need the Inventory feature, below, and have time to designate a [[chair]] ''(perhaps in your first [[Dining Room]], at least to start)'' as an [[office]]/study.&lt;br /&gt;
:*Any number from 0 to 9 will be exact.  Inventory is available only for categories with 9 items or less.&lt;br /&gt;
:*A number from 10 to 99 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 1,000.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10,000.&lt;br /&gt;
&lt;br /&gt;
; Low Precision&lt;br /&gt;
: This setting is precise to two significant figures.  This is fine for a starting fortress, since few will have over 99 of most items, stone being the usual first exception.&lt;br /&gt;
:*Any number from 0 to 99 will be exact. Inventory is available only for categories with 99 items or less.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 1,000.&lt;br /&gt;
&lt;br /&gt;
; Medium Precision&lt;br /&gt;
: This setting is precise to three significant figures.  This is a good and practical level to maintain stockpile records at for an early fort, since typically stones are the only item that will number over 999 in the first years. (Note that although you have many types of stone, it is the total that matters for any one such category.)&lt;br /&gt;
:*Any number from 0 to 999 will be exact.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 10. Inventory is available only for categories with 999 items or less.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 100.&lt;br /&gt;
&lt;br /&gt;
; High Precision&lt;br /&gt;
: This setting is precise to four significant figures, ample for most needs.  This setting is most useful for managing stone (like forbidding one type entirely).  Eventually other items, like food or drink, could grow to be in this range as well, depending on play style.&lt;br /&gt;
:*Any number from 0 to 9,999 will be exact. Inventory is available only for categories with 9,999 items or less.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10.&lt;br /&gt;
&lt;br /&gt;
; Highest Precision&lt;br /&gt;
: This setting is perfectly and completely precise for any number of items in any category.  All stockpile records will be exact.  Inventory available for all items and all categories, regardless of number. &lt;br /&gt;
:Maintaining stockpile records at this level starts out as a full-time job but becomes easier to maintain once that level is achieved.  While this extreme level of accuracy is usually unnecessary, this is recommended as an excellent and speedy way to increase one dwarf's [[attributes]] once you can spare them.  Many fortresses rotate several bookkeepers a year through to [[legendary]] status, and then on to other tasks.&lt;br /&gt;
&lt;br /&gt;
If a number has been rounded, it will appear with a trailing question mark and will be displayed in brown instead of light grey (for instance, &amp;quot;20?&amp;quot; instead of &amp;quot;17&amp;quot;).  Above the lowest precision, your [[bookkeeper]] requires a meager office, and for every level of precision, he or she will spend more time there updating the stock record.&lt;br /&gt;
&lt;br /&gt;
==Inventory==&lt;br /&gt;
&lt;br /&gt;
If you have a sufficient level of precision to count each item in the given category, you will see an inventory display on the right side of the screen.  If you do not have enough precision, the right side of the screen will be blank, and you will not be able to see (or manipulate) each individual item in that category.&lt;br /&gt;
&lt;br /&gt;
So, if you are Lowest level precision, and you have 9 weapons, you can see an itemized list of each one, and be able to forbid it, find it, melt it, etc etc from that screen.  If you have 10 (or more), you will see only that you have 10? items of that general category, and not which ones.&lt;br /&gt;
&lt;br /&gt;
When active, this inventory display has two modes.  The default mode is a compacted view which lists objects by type and total number.  It is handy to get a general idea of the number of goods you have available.  The second mode is a detailed view which lists each individual object* in your fort.  This display is useful for selecting individual items to [[forbid]], [[melt]] or [[dump]].  To toggle between either of the two modes, press {{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
'':(* or individual [[stack]] of objects, in the case of ammo or food)''&lt;br /&gt;
&lt;br /&gt;
In the detailed mode, the items text is color coded.&lt;br /&gt;
====Color Code====&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-left: .5cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #808000&amp;quot;&amp;gt;'''BROWN'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
These items were '''produced by the fortress''' (or obtained and then [[decorate]]d there)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''LGRAY'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
These items are owned but were '''''not'' produced at fort''' (Obtained via trading or enemies; see [[Created wealth]])&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #008080&amp;quot;&amp;gt;'''CYAN'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
'''Built [[furniture]]''', currently part of a '''[[building]]''' or a '''[[trap]]''', or currently '''marked for [[Trade]]''' in a [[trade depot]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''MAGENTA'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
Currently '''forbidden''' or designated for '''dump/melt''', or part of a '''[[construction]]'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #800000&amp;quot;&amp;gt;'''RED'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
'''Not owned''' by fort ''(uncollected webs, and trade goods and equipment currently owned by [[trader]]s or [[invader]]s)''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;10%&amp;quot;| &amp;lt;span style=&amp;quot;color: #505050&amp;quot;&amp;gt;'''DGRAY'''&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;90%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;&lt;br /&gt;
'''Destroyed''' or '''lost''' ([[artifact]]s only)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''The colors shown reflect the default [[color scheme]].''&lt;br /&gt;
&lt;br /&gt;
==Forbidding Stone through Inventory==&lt;br /&gt;
&lt;br /&gt;
Note that if you forbid a type of stone (or [[block]]) using the Inventory menu, you will also forbid ''every workshop and building'' made from that particular type of stone (or block).  This is a common cause of dwarfs suddenly refusing to perform assigned tasks in workshops.  Use {{k|t}} or &amp;lt;d,b,c&amp;gt; to check for forbidden workshops (or other items) and to reclaim them - use Enter to affect a rectangular area, or click with your mouse on specific items or buildings.&lt;br /&gt;
&lt;br /&gt;
Some players make a point to use only [[block]]s for their workshops, so forbidding all of a particular type of stone won't stop work in every workshop built from that stone.  (And then they don't use this menu to forbid blocks.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Warning:'' With a mature fort with extensive amounts of rock laying around, simply viewing the Stone category can cause the game to completely lock up  as the CPU processes the list, sometimes for several minutes depending on the abilities of your computer. If you experience this, use of the &amp;quot;page up&amp;quot; and &amp;quot;page down&amp;quot; keys can allow safely skipping this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[Item designations]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:New_frontier&amp;diff=63527</id>
		<title>Modification:New frontier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:New_frontier&amp;diff=63527"/>
		<updated>2010-02-22T14:08:50Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New frontier is an upcoming mod that is currently in development.&lt;br /&gt;
It's a near total conversion of dwarf fortress, but will stick to the original theme. It will add several civilizations, creatures, items and much more to make for a fresh DF experience.&lt;br /&gt;
&lt;br /&gt;
The mod is being made by Possessed, a long time DF player and bay12 forum lurker.&lt;br /&gt;
&lt;br /&gt;
= Progress! =&lt;br /&gt;
'''This is currently being worked on:'''&lt;br /&gt;
:*The &amp;quot;regular&amp;quot; creatures; several races of Elk, Deer, Canines, Felines and so on.&lt;br /&gt;
&lt;br /&gt;
'''This is scheduled, and will be finished soon:'''&lt;br /&gt;
:*Dog breeds, everything from bullmastiffs (big scary war dogs) to chihuahuas (tiny pet-dogs)&lt;br /&gt;
&lt;br /&gt;
'''This is planned:'''&lt;br /&gt;
:*All new creature library (near-complete revamp)&lt;br /&gt;
:*Items, items, items&lt;br /&gt;
:*Lots of new plants, and alterations in old plants to make the game harder.&lt;br /&gt;
&lt;br /&gt;
'''This is partially finished:'''&lt;br /&gt;
:*The new civilizations and their respective creatures&lt;br /&gt;
&lt;br /&gt;
= Creatures =&lt;br /&gt;
Our delicious library of creatures, archived in groups for easy access. I'll add small hand-drawn pictures for the coolest ones when i'm done with the greasemonkeying around.&lt;br /&gt;
== Civilization creatures ==&lt;br /&gt;
These creatures form civilizations in game.&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&amp;lt;br /&amp;gt;The default fortressmode creatures. Relatively unchanged in NF. See [[Dwarf]].&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Description'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Dwarves are short, stubby and compact humanoids with excessive facial hair growth. They are often bulky, and take no insult in being called fat, as it is a sign that the dwarf is eating well and is living a happy life filled with abundance and plenty.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Lore'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Here goes Dwarven lore.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Relatively unchanged in NF. See [[Human]].&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Description'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Human characteristics vary greatly from region to region, as they are quite adaptable and take on many shapes, sizes and colors to fit themselves to different climates and regions.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Lore'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Here goes human lore&lt;br /&gt;
&lt;br /&gt;
=== Aryan ===&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Based on the DF elves.&lt;br /&gt;
&amp;lt;br /&amp;gt;The aryans are hostile, nature loving, arrogant, supremacist &amp;lt;s&amp;gt;assholes&amp;lt;/s&amp;gt; creatures, and will pose a threat equal to that of the goblins in DF.&lt;br /&gt;
However, they will often be armed with fine weapons and armor, and must therefore be taken as a serious threat.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Description'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Aryans are tall and blonde humanoids with blue eyes and androgynous features. Their bodies can seem quite frail, but they are capable of great feats of strength and endurance, though they do not surpass the dwarves when it comes to resilience and hardiness.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Lore'''&lt;br /&gt;
&amp;lt;br /&amp;gt;We care not for these lesser creatures, our allegiance lies with nature. The inferior beings who dare pollute, mangle or cripple the divine artwork that is the wilds will be swiftly stricken down by forces ten times their size and strength.&lt;br /&gt;
&lt;br /&gt;
=== Northener ===&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Based on the DF goblins. (and inspired by the Dig deeper Orcs)&lt;br /&gt;
&amp;lt;br /&amp;gt;The savage northeners are mutated humanoids that are widely feared for their religious zeal and inhuman appetite. Their minds and bodies have been altered by mysterious forces that flow in the northern regions, causing them to abandond their humanity in favour of loot, food and salvation at the hands of whatever god they chose to worship.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Description'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Northeners are as tall as one and a half men. &lt;br /&gt;
&amp;lt;br /&amp;gt;Their skin resembles tanned animal hide, sometimes torn and ripped exposing raw muscle tissue and massive thick veins pumping blood, alcohol and fat through their beastly hulks. Since Northeners once were humans venturing into the uncharted north, they retain their forefathers pioneering spirit and seek out adventure and riches at every opportunity, this however often comes at some poor settlements price since northeners are prone to looting, burning, killing and raping.&lt;br /&gt;
&amp;lt;br /&amp;gt;Due to their inhuman nature and tortured, inhuman bodies the northeners feel no pain nor fear, and are fierce opponents often partaking in gladiator fights; either to earn fame, glory and food or as captive slave-fighters.&lt;br /&gt;
&amp;lt;br /&amp;gt;Because of this, they are feared throughout the known world as fearsome raiders who show up in enormous warbands, chanting the name of their unholy diety.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Lore'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Soon to come.&lt;br /&gt;
&lt;br /&gt;
=== Grey ridge troll ===&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Based on their DF counterparts, and loosely on the kobolds.&lt;br /&gt;
&amp;lt;br /&amp;gt;Trolls in NF are a savage threat that send out thieves and ambush parties to pillage and raze dwarven settlements.&lt;br /&gt;
The trolls are big, mean, smelly and hard to dispatch as they feel no pain and are quite large.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Description'''&lt;br /&gt;
&amp;lt;br /&amp;gt;The grey ridge troll is a tall humanoid with rough, leathery grey skin, long arms and short legs and a tiny head with big, protruding ears. Trolls can grow to be quite fat, as blubber serves them as natural armour against cuts and bruises.&lt;br /&gt;
&amp;lt;br /&amp;gt;Most races agree that grey ridge trolls are smelly, ugly, disgusting beings.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Lore'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Less hubble over and stomp on dem stunty bearded little un's, i're mighty bored.&lt;br /&gt;
&lt;br /&gt;
=== Gnome ===&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Based on the DF kobolds.&lt;br /&gt;
&amp;lt;br /&amp;gt;These greedy little runts send out thieves and ambushers to attempt to steal valuables from dwarven fortresses. They are quite smart and crafty, and also relatively dangerous as they are often well-armed.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Description'''&lt;br /&gt;
&amp;lt;br /&amp;gt;Gnomes are short, spindly humanoids with exaggerated facial features. Their ears are particularly big, and often stand straight out of their heads to enhance forward hearing, smart when silently sneaking through fortresses to steal and plunder.&lt;br /&gt;
&amp;lt;br /&amp;gt;The language of the gnomes has never been understood, and to a non-gnome it sounds like a serious of chitters, tongue-clicks, whistles and squeaks. This might be because the gnomes talk extremely fast, and have very high pitched voices.&lt;br /&gt;
&amp;lt;br /&amp;gt;Gnome screams have been known to render dwarves deaf because they are extremely loud and annoying.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Lore'''&lt;br /&gt;
&amp;lt;br /&amp;gt;You're travelling with a wagon full of jewelry through this Gnome-ridden mountainpass? Well, best hope you like being jumped by a fellow that is as tall as your ankle with a blade as sharp as a shark's tooth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planned ==&lt;br /&gt;
=Entities=&lt;br /&gt;
==Dwarven==&lt;br /&gt;
==Human==&lt;br /&gt;
==Aryan==&lt;br /&gt;
==Orc==&lt;br /&gt;
==Troll==&lt;br /&gt;
==Gnome==&lt;br /&gt;
''Overview''&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
=Other stuff=&lt;br /&gt;
==Notes for myself==&lt;br /&gt;
:*Remember to assign proper items to the entities when you're done making weapons and such.&lt;br /&gt;
:**Infact, i'm only going to fix ethics and names now. Go over the entities when i want to be bored.&lt;br /&gt;
:*Should i make the troll civ consist of all kinds of trolls or just the GRT? I'm quite unsure.&lt;br /&gt;
:*Something something something something Deathstar.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=63526</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=63526"/>
		<updated>2010-02-22T14:08:46Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a [[material]] that items can be made of, like [[stone]] or [[wood]].  But although a material, &amp;quot;glass&amp;quot; as such does not appear in a pre-processed form like other materials can, such as wood logs or mined stones - the game only knows finished products made of glass, and also &amp;quot;raw glass&amp;quot;, which functions like an uncut [[gem]]. &lt;br /&gt;
&lt;br /&gt;
All glass items are manufactured at a [[glass furnace]] or [[magma glass furnace]] by a [[glassmaker]]. There are three sub-types of glass: '''Green''', '''Clear''' and '''Crystal''', each with different color and value, but all with the same uses.&lt;br /&gt;
&lt;br /&gt;
Green glass can be churned out in massive amounts if produced at a magma furnace, because there are no ingredients other than [[sand]] used and sand sources cannot be depleted. This makes it a valuable resource for construction; it is as valuable as any [[flux]] stone, but can create a [[glass industry#Glass Industry Flowchart|wider variety]] of final products, and some unique, such as [[gem]]s and [[aquarium]]s.  &lt;br /&gt;
&lt;br /&gt;
==Making glass items==&lt;br /&gt;
The raw material components of glass (depending on the sub-type of glass item you are making) are [[sand]], [[pearlash]] and/or rough [[rock crystal]]s.  As neither sand nor rough rock crystals can be imported by [[caravan]]s, the ability to produce glass is determined solely by your embark region.&lt;br /&gt;
&lt;br /&gt;
:*'''Green glass''' goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
:*'''Clear glass''' uses both a bag of sand and one [[pearlash]].&lt;br /&gt;
:*'''Crystal glass''' is manufactured from one rough [[rock crystal]] and one [[bar]] of [[pearlash]] - it uses no sand.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must first be gathered in bags using the Collect Sand task at any glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Collecting sand requires [[item hauling]], whilst moving sand bags to stockpiles requires [[furniture hauling]].  You will need spare bags in order to collect sand. Note that although Collect Sand does not utilize the furnace itself, or the skills of a glassmaking dwarf, it will block any subsequent tasks at that furnace until it is finished. Therefore when entering mass production, it is more efficient to have extra glass furnaces strictly set to Collect Sand while the main furnaces run true glassmaking jobs - since collecting sand is generally slower than producing a glass item, a ratio of at least 3:1 is recommended.  The &amp;quot;Collect Sand&amp;quot; task consumes no [[fuel]], but is not possible to designate at an un-powered [[magma glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can import [[bag]]s, but there is currently {{v|0.28.181.40d}} no way to [[trade]] for [[sand]], (filled) sand bags, raw glass or glass items.&lt;br /&gt;
&lt;br /&gt;
See also [[Glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw glass is handled by the game like a [[gem|rough (uncut) gem]]; thus, raw green glass makes an excellent training material for practicing the [[gem cutting]] skill, especially if you have [[magma]].&lt;br /&gt;
** Due to a bug, it is not possible to cut raw clear glass at a Jeweler's workshop without issuing a work order via your [[manager]]. {{version|0.28.181.40d}}&lt;br /&gt;
* Raw glass is also a frequent request of dwarves undergoing a [[strange mood]] (if you have sand on your map).&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]]. This makes the [[glass industry]] essential before a [[soap industry]] can be established.&lt;br /&gt;
* Glass can be formed into various [[toy]]s and [[instrument]]s (but not actual [[crafts]]).&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. &lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50%.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*'''[[Glass Industry]]'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:New_plants&amp;diff=63525</id>
		<title>Modification:New plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:New_plants&amp;diff=63525"/>
		<updated>2010-02-22T14:08:45Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Morlark's Plant Mod==&lt;br /&gt;
&lt;br /&gt;
I created this mod mostly to pass the time until the new version was released. Now that it has been, I've updated it. This mod adds ten new plants (six outdoor plants, and four cave plants). Of these, five are plantable crops, and the other five can be found only by gathering from shrubs. In total this mod will give you three new dye colors, three new alcohols, and one new cloth.&lt;br /&gt;
&lt;br /&gt;
Some of these plants are restricted to certain biomes, so don't be surprised if you can't find all of them in your location. Some of them are not very common, so it may take a while to find them even if you're in the right place.&lt;br /&gt;
&lt;br /&gt;
This new version (v1.2) adds four new plants to be found in a variety of different biomes.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Morlark's Plant Mod (v1.2)] (Save this to your '\raw\objects' directory. Generate a new world for it to take effect.)&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|~|#FFF}}&lt;br /&gt;
|&lt;br /&gt;
|Wintersbite. Can be brewed to produce alcohol, or milled to make dye. Seasons: Winter. Biome: Temperate conifer forest. Availability: Uncommon. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|~|#FF0}}&lt;br /&gt;
|&lt;br /&gt;
|Golden Sungrass. Can be milled to make dye. Seasons: All except winter. Biome: Any non-freezing. Availability: Fairly common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|&amp;quot;|#F0F}}&lt;br /&gt;
|&lt;br /&gt;
|Crag Blossom. Can be milled to make dye. Seasons: All. Biome: Cave chasm. Avalability: Fairly common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#777}}&lt;br /&gt;
|&lt;br /&gt;
|Cave Bolete. Can be eaten raw. Seasons: All. Biome: Cave river. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|♣|#770}}&lt;br /&gt;
|&lt;br /&gt;
|Cave Potato. Can be eaten when cooked, or brewed to produce alcohol. Seasons: All except winter. Biome: Cave river. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#FFF}}&lt;br /&gt;
|&lt;br /&gt;
|Wild Cotton. Can be used for cloth. Seasons: Summer and autumn. Biome: Any temperate. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|↕|#070}}&lt;br /&gt;
|&lt;br /&gt;
|Spinethistle Bush. Can be cooked when processed to bag. Seasons: All except winter. Biome: Cave chasm. Availability: Uncommon. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|↔|#770}}&lt;br /&gt;
|&lt;br /&gt;
|Sandspine. Can be brewed to produce alcohol. Seasons: All. Biome: Any desert. Availability: Rare. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|ƒ|#700}}&lt;br /&gt;
|&lt;br /&gt;
|Plagued Lasher. Can be processed to vial. Seasons: Spring and summer. Biome: Evil wetlands. Availability: Fairly common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|╨|#F0F}}&lt;br /&gt;
|&lt;br /&gt;
|Drycup Bloom. Can be cooked when processed to bag. Seasons: All except winter. Biome: Pools. Availability: Common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#0F0}}&lt;br /&gt;
|&lt;br /&gt;
|Green Seaweed. Can be eaten when cooked. Seasons: All except winter. Biome: Any ocean. Availability: Common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|φ|#0F0}}&lt;br /&gt;
|&lt;br /&gt;
|Cloud Frond. Can be eaten when cooked, or cooked when milled. Seasons: Summer. Biome: Tropical savanna. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#FF0}}&lt;br /&gt;
|&lt;br /&gt;
|Shine Root. Can be cooked when processed to barrel, or used for cloth. Seasons: Summer and autumn. Biome: Tundra. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|&amp;quot;|#777}}&lt;br /&gt;
|&lt;br /&gt;
|Creeping Cave Mould. Can be cooked when processed to barrel, or milled to make dye. Seasons: Autumn and winter. Biome: Cave river. Availability: Common. Only available by herbalism.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Teldin's Mod==&lt;br /&gt;
&lt;br /&gt;
Not just for plants, this mod adds several new creatures, items, foods, and playable races.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Teldin's Mod]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoors and lots outdoors&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
==Dwarmins Plant Mod==&lt;br /&gt;
Heres a few plants I use.&lt;br /&gt;
&lt;br /&gt;
Gallows Weed: Grows in evil swamps, valuable when brewed into pitchdank beer. Can only be gathered by herbalism. Guess the reference!&lt;br /&gt;
&lt;br /&gt;
Evermind Flower: Uncommon plant grows in good areas, used to make windwine.&lt;br /&gt;
&lt;br /&gt;
Moon Acorn: Can be found in good areas, can be processed to vial to make cookable extract, moon acorn butter.&lt;br /&gt;
&lt;br /&gt;
Marble Leaf: Uncommon plant that grows in savage areas-can be used make semi-valuable silver dye.&lt;br /&gt;
&lt;br /&gt;
Dragon Root: Rare plant that only be found in savage areas with herbalism-can be brewed into emberwine or be processed to vial for cookable extract, dragonspice.&lt;br /&gt;
&lt;br /&gt;
Flax: Found everywhere, can be brewed into mountain tea or woven into cloth.&lt;br /&gt;
&lt;br /&gt;
Jute: A cheap quick growing cloth, also called Burlap.&lt;br /&gt;
&lt;br /&gt;
Royal Plum: Grows everywhere, but rare. Only available by herbalism. Can be brewed into royal liquer, processed to vial to create royal plum jelly, or milled to make dark indigo dye.&lt;br /&gt;
&lt;br /&gt;
http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=63524</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=63524"/>
		<updated>2010-02-22T14:08:41Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Angler Mod 2==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
adds 35 new fish&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1327 Angler Mod 2 Download]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Chaos Reigns Mod ==&lt;br /&gt;
&amp;lt;!-- Didn't see it here so I thought I'd put the links to it at least. NOT MINE!--~~~~--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaos reigns is a major modification to Dwarf Fortress by Deathbane, and at the moment requires a clean install (modbase incompatible for some reason). It introduces new races, creatures, materials, and even a few plants and drinks. There's also somewhat of a difficulty ramp-up from vanilla, though not so much as many other mods promising the same.&lt;br /&gt;
&lt;br /&gt;
[[Chaos_Reigns|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=23878.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=491 Download]&lt;br /&gt;
&lt;br /&gt;
(Note: A bit old, but plays fine)&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.81&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[[Civilization_Forge|Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== Dendrology Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
Adds 67 new trees.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1326 Dendrology Mod Download]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Dig Deeper Mod ==&lt;br /&gt;
&lt;br /&gt;
Expands upon existing Dwarf Fortress game-play to deliver much, much, much more variance from the small things to the large things. Includes a slew of plausible and well researched new creatures, metals, plants, gems, wood and more.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35736.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Gnome Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds in a new breed of gnome as a playable civilization.  The gnomes have a large assortment of unorthodox weapons, toys and traps.  While peaceful, they have a tendency to wage genocidal war against elves.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=48381.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to spice up farming a little bit by adding some new plants and tweaking the existing ones.&lt;br /&gt;
&lt;br /&gt;
Plants can no longer be farmed during winter. Dyes can no longer be farmed, only gathered wild. Three new dye colors, four new farm crops, and one new rare herb. &lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Stones &amp;amp; Metals) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to remove some of the more pointless or annoying aspects of stones and metals.&lt;br /&gt;
&lt;br /&gt;
Unusual colored stones can no longer be found in layers or large clusters, so if you get an alert for a non-economic stone, you might still want to set them aside for special projects. Layers in general are simplified by removing or condensing redundant layers, while still keeping enough variety.&lt;br /&gt;
&lt;br /&gt;
Metals are simplified by removing pig iron from the steel-making process, and also removing bismuth. This also means that your nobles will no longer make demands for items of these useless intermediate metals.&lt;br /&gt;
&lt;br /&gt;
I've also added a dummy reaction for bauxite, so that you can enable/disable bauxite usage from the stone screen.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_stones.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Simplicity Mod (Clothes, Armor &amp;amp; Weapons) ==&lt;br /&gt;
&lt;br /&gt;
This mod aims to reduce the hassle of dealing with the hundreds of useless scraps of clothes that pile up after sieges. The number of different clothing slots is reduced, so no more socks, mittens, caps, cloaks, and who knows what else. Clothing choice in general has been reduced, to make things easier to find in the stocks screen. Armor coverage is still available for all slots. Some of the redundant weapon choices available to non-dwarven civs have been condensed.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/simplified_clothes.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod 3.5 ==&lt;br /&gt;
&lt;br /&gt;
Updated July 16, 2009&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Wonderment Mod v1.0 ==&lt;br /&gt;
&lt;br /&gt;
Updated August, 2009&lt;br /&gt;
&lt;br /&gt;
The Wonderment Mod makes changes to minerals, metals, and gems to focus on the partially medieval, partially fantasy setting that most of us feel is appropriate for dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every single mineral, every single metal, and every single gem should have character; you should be able to feel that each one belongs in the game, that it adds to the experience.  Painstakingly researched realism, abundant imagination, and careful adaptation to the inner workings of DF together will, I hope, let you delve more deeply, build more grandly ... and create more Wonderment!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1324 Download]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=40229.0 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Basilisk Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated September, 2009&lt;br /&gt;
&lt;br /&gt;
The Basilisk mod adds a new, nearly invincible megabeast into the game--basically, it is a land-going juggernaught that destroys anything in its path. The file is found on the [[Basilisk mod]] page.&lt;br /&gt;
&lt;br /&gt;
It is currently being modified for even greater [[fun]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Deserted squad mod]] ==&lt;br /&gt;
&lt;br /&gt;
Work began 9/26/09. This mod adds several dangerous monsters, new plants, megabeasts, improves on the standard game elements, minerals, etc, and makes it so that the rest of the dwarven world has left your dwarves for dead.&lt;br /&gt;
&lt;br /&gt;
== [[New Hats]] ==&lt;br /&gt;
Adds a few new items to be worn on the head.&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tile_types_in_DF_memory&amp;diff=63523</id>
		<title>40d:Tile types in DF memory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tile_types_in_DF_memory&amp;diff=63523"/>
		<updated>2010-02-22T14:08:38Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Hacking]]&lt;br /&gt;
&lt;br /&gt;
This page lists the meaning of the various type ids in DF memory. The location of the type ids is recorded here: [[User:Rick/Memory_research#Data_Block|Rick's memory research]].&lt;br /&gt;
&lt;br /&gt;
Each ID is listed as an unsigned integer, name is the name displayed ingame, ascii is the symbol used ingame, color is the color i've seen used in displaying the foreground in that tile and background is the color used to render the background, if it is not black. Tex-X and Tex-Y are the coordinates of the tile used from the main texture file, beginning with 0,0 in the top-left.&lt;br /&gt;
&lt;br /&gt;
Note that some tile types cover multiple actual representations, like different trees, up/down ramps, etc. For that reason some names are slightly changed and some tiles have multiple coordinates.&lt;br /&gt;
&lt;br /&gt;
Also note that, since there is a truckload to cover here, i will be happy about any kind of input from others and donations of savegames, the more varied and expansive, the better.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This has been moved to Google Docs: http://spreadsheets.google.com/pub?key=ppHCNfNceTrmxbXWDzf9aXg'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 MAPTILE_NULL,//0&lt;br /&gt;
   MAPTILE_RAMPSPACE,&lt;br /&gt;
   MAPTILE_POOL,&lt;br /&gt;
   MAPTILE_UNUSED3,//&lt;br /&gt;
   MAPTILE_UNUSED4,//&lt;br /&gt;
   MAPTILE_UNUSED5,//&lt;br /&gt;
   MAPTILE_UNUSED6,//&lt;br /&gt;
   MAPTILE_UNUSED7,//&lt;br /&gt;
   MAPTILE_UNUSED8,//&lt;br /&gt;
   MAPTILE_UNUSED9,//&lt;br /&gt;
   MAPTILE_UNUSED10,//&lt;br /&gt;
   MAPTILE_UNUSED11,//&lt;br /&gt;
   MAPTILE_UNUSED12,//&lt;br /&gt;
   MAPTILE_UNUSED13,//&lt;br /&gt;
   MAPTILE_UNUSED14,//&lt;br /&gt;
   MAPTILE_UNUSED15,//&lt;br /&gt;
   MAPTILE_UNUSED16,//&lt;br /&gt;
   MAPTILE_UNUSED17,//&lt;br /&gt;
   MAPTILE_UNUSED18,//&lt;br /&gt;
   MAPTILE_DRIFTWOOD_STACK,&lt;br /&gt;
   MAPTILE_UNUSED20,//&lt;br /&gt;
   MAPTILE_UNUSED21,//&lt;br /&gt;
   MAPTILE_UNUSED22,//&lt;br /&gt;
   MAPTILE_UNUSED23,//&lt;br /&gt;
   MAPTILE_TREE,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_FROZEN_LIQUID,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_FROZEN_LIQUID,&lt;br /&gt;
   MAPTILE_STAIR_UP_FROZEN_LIQUID,&lt;br /&gt;
   MAPTILE_UNUSED_28,//&lt;br /&gt;
   MAPTILE_UNUSED_29,//&lt;br /&gt;
   MAPTILE_UNUSED_30,//&lt;br /&gt;
   MAPTILE_UNUSED31,//&lt;br /&gt;
   MAPTILE_AIR,&lt;br /&gt;
   MAPTILE_UNUSED33,//&lt;br /&gt;
   MAPTILE_SHRUB,&lt;br /&gt;
   MAPTILE_CHASM,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_LAVASTONE,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_LAVASTONE,&lt;br /&gt;
   MAPTILE_STAIR_UP_LAVASTONE,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_SOIL,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_SOIL,&lt;br /&gt;
   MAPTILE_STAIR_UP_SOIL,&lt;br /&gt;
   MAPTILE_EERIE_PIT,&lt;br /&gt;
   MAPTILE_STONE_FLOOR_DETAILED,&lt;br /&gt;
   MAPTILE_LAVASTONE_FLOOR_DETAILED,&lt;br /&gt;
   MAPTILE_FEATSTONE_FLOOR_DETAILED,&lt;br /&gt;
   MAPTILE_MINSTONE_FLOOR_DETAILED,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_FLOOR_DETAILED,&lt;br /&gt;
   MAPTILE_UNUSED_48,//&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_GRASS1,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_GRASS1,//50&lt;br /&gt;
   MAPTILE_STAIR_UP_GRASS1,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_GRASS2,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_GRASS2,&lt;br /&gt;
   MAPTILE_STAIR_UP_GRASS2,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_STONE,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_STONE,&lt;br /&gt;
   MAPTILE_STAIR_UP_STONE,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_MINSTONE,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_MINSTONE,&lt;br /&gt;
   MAPTILE_STAIR_UP_MINSTONE,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_FEATSTONE,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_FEATSTONE,&lt;br /&gt;
   MAPTILE_STAIR_UP_FEATSTONE,&lt;br /&gt;
   MAPTILE_UNUSED64,//&lt;br /&gt;
   MAPTILE_STONE_FORTIFICATION,&lt;br /&gt;
   MAPTILE_UNUSED66,//&lt;br /&gt;
   MAPTILE_CAMPFIRE,&lt;br /&gt;
   MAPTILE_UNUSED68,//&lt;br /&gt;
   MAPTILE_UNUSED69,//&lt;br /&gt;
   MAPTILE_FIRE,&lt;br /&gt;
   MAPTILE_UNUSED71,//&lt;br /&gt;
   MAPTILE_UNUSED72,//&lt;br /&gt;
   MAPTILE_UNUSED73,//&lt;br /&gt;
   MAPTILE_UNUSED74,//&lt;br /&gt;
   MAPTILE_UNUSED75,//&lt;br /&gt;
   MAPTILE_UNUSED76,//&lt;br /&gt;
   MAPTILE_UNUSED77,//&lt;br /&gt;
   MAPTILE_UNUSED78,//&lt;br /&gt;
   MAPTILE_STONE_PILLAR,&lt;br /&gt;
   MAPTILE_LAVASTONE_PILLAR,&lt;br /&gt;
   MAPTILE_FEATSTONE_PILLAR,&lt;br /&gt;
   MAPTILE_MINSTONE_PILLAR,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_PILLAR,&lt;br /&gt;
   MAPTILE_UNUSED_84,//&lt;br /&gt;
   MAPTILE_UNUSED85,//&lt;br /&gt;
   MAPTILE_UNUSED86,//&lt;br /&gt;
   MAPTILE_UNUSED87,//&lt;br /&gt;
   MAPTILE_UNUSED88,//&lt;br /&gt;
   MAPTILE_WATERFALL_LANDING,&lt;br /&gt;
   MAPTILE_RIVER_SOURCE,//&lt;br /&gt;
   MAPTILE_UNUSED91,//&lt;br /&gt;
   MAPTILE_UNUSED92,//&lt;br /&gt;
   MAPTILE_UNUSED93,//&lt;br /&gt;
   MAPTILE_UNUSED94,//&lt;br /&gt;
   MAPTILE_UNUSED95,//&lt;br /&gt;
   MAPTILE_UNUSED96,//&lt;br /&gt;
   MAPTILE_UNUSED97,//&lt;br /&gt;
   MAPTILE_UNUSED98,//&lt;br /&gt;
   MAPTILE_UNUSED99,//&lt;br /&gt;
   MAPTILE_UNUSED100,//100&lt;br /&gt;
   MAPTILE_UNUSED101,//&lt;br /&gt;
   MAPTILE_UNUSED102,//&lt;br /&gt;
   MAPTILE_UNUSED103,//&lt;br /&gt;
   MAPTILE_UNUSED104,//&lt;br /&gt;
   MAPTILE_UNUSED105,//&lt;br /&gt;
   MAPTILE_UNUSED106,//&lt;br /&gt;
   MAPTILE_UNUSED107,//&lt;br /&gt;
   MAPTILE_UNUSED108,//&lt;br /&gt;
   MAPTILE_UNUSED109,//&lt;br /&gt;
   MAPTILE_UNUSED110,//&lt;br /&gt;
   MAPTILE_UNUSED111,//&lt;br /&gt;
   MAPTILE_UNUSED112,//&lt;br /&gt;
   MAPTILE_UNUSED113,//&lt;br /&gt;
   MAPTILE_UNUSED114,//&lt;br /&gt;
   MAPTILE_UNUSED115,//&lt;br /&gt;
   MAPTILE_UNUSED116,//&lt;br /&gt;
   MAPTILE_UNUSED117,//&lt;br /&gt;
   MAPTILE_UNUSED118,//&lt;br /&gt;
   MAPTILE_UNUSED119,//&lt;br /&gt;
   MAPTILE_UNUSED120,//&lt;br /&gt;
   MAPTILE_UNUSED121,//&lt;br /&gt;
   MAPTILE_UNUSED122,//&lt;br /&gt;
   MAPTILE_UNUSED123,//&lt;br /&gt;
   MAPTILE_UNUSED124,//&lt;br /&gt;
   MAPTILE_UNUSED125,//&lt;br /&gt;
   MAPTILE_UNUSED126,//&lt;br /&gt;
   MAPTILE_UNUSED127,//&lt;br /&gt;
   MAPTILE_UNUSED128,//&lt;br /&gt;
   MAPTILE_UNUSED129,//&lt;br /&gt;
   MAPTILE_UNUSED130,//&lt;br /&gt;
   MAPTILE_UNUSED131,//&lt;br /&gt;
   MAPTILE_UNUSED132,//&lt;br /&gt;
   MAPTILE_UNUSED133,//&lt;br /&gt;
   MAPTILE_UNUSED134,//&lt;br /&gt;
   MAPTILE_UNUSED135,//&lt;br /&gt;
   MAPTILE_UNUSED136,//&lt;br /&gt;
   MAPTILE_UNUSED137,//&lt;br /&gt;
   MAPTILE_UNUSED138,//&lt;br /&gt;
   MAPTILE_UNUSED139,//&lt;br /&gt;
   MAPTILE_UNUSED140,//&lt;br /&gt;
   MAPTILE_UNUSED141,//&lt;br /&gt;
   MAPTILE_UNUSED142,//&lt;br /&gt;
   MAPTILE_UNUSED143,//&lt;br /&gt;
   MAPTILE_UNUSED144,//&lt;br /&gt;
   MAPTILE_UNUSED145,//&lt;br /&gt;
   MAPTILE_UNUSED146,//&lt;br /&gt;
   MAPTILE_UNUSED147,//&lt;br /&gt;
   MAPTILE_UNUSED148,//&lt;br /&gt;
   MAPTILE_UNUSED149,//&lt;br /&gt;
   MAPTILE_UNUSED150,//150&lt;br /&gt;
   MAPTILE_UNUSED151,//&lt;br /&gt;
   MAPTILE_UNUSED152,//&lt;br /&gt;
   MAPTILE_UNUSED153,//&lt;br /&gt;
   MAPTILE_UNUSED154,//&lt;br /&gt;
   MAPTILE_UNUSED155,//&lt;br /&gt;
   MAPTILE_UNUSED156,//&lt;br /&gt;
   MAPTILE_UNUSED157,//&lt;br /&gt;
   MAPTILE_UNUSED158,//&lt;br /&gt;
   MAPTILE_UNUSED159,//&lt;br /&gt;
   MAPTILE_UNUSED160,//&lt;br /&gt;
   MAPTILE_UNUSED161,//&lt;br /&gt;
   MAPTILE_UNUSED162,//&lt;br /&gt;
   MAPTILE_UNUSED163,//&lt;br /&gt;
   MAPTILE_UNUSED164,//&lt;br /&gt;
   MAPTILE_UNUSED165,//&lt;br /&gt;
   MAPTILE_UNUSED166,//&lt;br /&gt;
   MAPTILE_UNUSED167,//&lt;br /&gt;
   MAPTILE_UNUSED168,//&lt;br /&gt;
   MAPTILE_UNUSED169,//&lt;br /&gt;
   MAPTILE_UNUSED170,//&lt;br /&gt;
   MAPTILE_UNUSED171,//&lt;br /&gt;
   MAPTILE_UNUSED172,//&lt;br /&gt;
   MAPTILE_UNUSED173,//&lt;br /&gt;
   MAPTILE_UNUSED174,//&lt;br /&gt;
   MAPTILE_UNUSED175,//&lt;br /&gt;
   MAPTILE_STONE_WALL_WORN1,&lt;br /&gt;
   MAPTILE_STONE_WALL_WORN2,&lt;br /&gt;
   MAPTILE_STONE_WALL_WORN3,&lt;br /&gt;
   MAPTILE_UNUSED179,//&lt;br /&gt;
   MAPTILE_UNUSED180,//&lt;br /&gt;
   MAPTILE_UNUSED181,//&lt;br /&gt;
   MAPTILE_UNUSED182,//&lt;br /&gt;
   MAPTILE_UNUSED183,//&lt;br /&gt;
   MAPTILE_UNUSED184,//&lt;br /&gt;
   MAPTILE_UNUSED185,//&lt;br /&gt;
   MAPTILE_UNUSED186,//&lt;br /&gt;
   MAPTILE_UNUSED187,//&lt;br /&gt;
   MAPTILE_UNUSED188,//&lt;br /&gt;
   MAPTILE_UNUSED189,//&lt;br /&gt;
   MAPTILE_UNUSED190,//&lt;br /&gt;
   MAPTILE_UNUSED191,//&lt;br /&gt;
   MAPTILE_UNUSED192,//&lt;br /&gt;
   MAPTILE_UNUSED193,//&lt;br /&gt;
   MAPTILE_UNUSED194,//&lt;br /&gt;
   MAPTILE_UNUSED195,//&lt;br /&gt;
   MAPTILE_UNUSED196,//&lt;br /&gt;
   MAPTILE_UNUSED197,//&lt;br /&gt;
   MAPTILE_UNUSED198,//&lt;br /&gt;
   MAPTILE_UNUSED199,//&lt;br /&gt;
   MAPTILE_UNUSED200,//200&lt;br /&gt;
   MAPTILE_UNUSED201,//&lt;br /&gt;
   MAPTILE_UNUSED202,//&lt;br /&gt;
   MAPTILE_UNUSED203,//&lt;br /&gt;
   MAPTILE_UNUSED204,//&lt;br /&gt;
   MAPTILE_UNUSED205,//&lt;br /&gt;
   MAPTILE_UNUSED206,//&lt;br /&gt;
   MAPTILE_UNUSED207,//&lt;br /&gt;
   MAPTILE_UNUSED208,//&lt;br /&gt;
   MAPTILE_UNUSED209,//&lt;br /&gt;
   MAPTILE_UNUSED210,//&lt;br /&gt;
   MAPTILE_UNUSED211,//&lt;br /&gt;
   MAPTILE_UNUSED212,//&lt;br /&gt;
   MAPTILE_UNUSED213,//&lt;br /&gt;
   MAPTILE_UNUSED214,//&lt;br /&gt;
   MAPTILE_UNUSED215,//&lt;br /&gt;
   MAPTILE_UNUSED216,//&lt;br /&gt;
   MAPTILE_UNUSED217,//&lt;br /&gt;
   MAPTILE_UNUSED218,//&lt;br /&gt;
   MAPTILE_STONE_WALL,&lt;br /&gt;
   MAPTILE_UNUSED220,//&lt;br /&gt;
   MAPTILE_UNUSED221,//&lt;br /&gt;
   MAPTILE_UNUSED222,//&lt;br /&gt;
   MAPTILE_UNUSED223,//&lt;br /&gt;
   MAPTILE_UNUSED224,//&lt;br /&gt;
   MAPTILE_UNUSED225,//&lt;br /&gt;
   MAPTILE_UNUSED226,//&lt;br /&gt;
   MAPTILE_UNUSED227,//&lt;br /&gt;
   MAPTILE_UNUSED228,//&lt;br /&gt;
   MAPTILE_UNUSED229,//&lt;br /&gt;
   MAPTILE_UNUSED230,//&lt;br /&gt;
   MAPTILE_SAPLING,&lt;br /&gt;
   MAPTILE_UNUSED232,//&lt;br /&gt;
   MAPTILE_RAMP_GRASS_DRY,&lt;br /&gt;
   MAPTILE_RAMP_GRASS_DEAD,&lt;br /&gt;
   MAPTILE_RAMP_GRASS1,&lt;br /&gt;
   MAPTILE_RAMP_GRASS2,&lt;br /&gt;
   MAPTILE_RAMP_STONE,&lt;br /&gt;
   MAPTILE_RAMP_LAVASTONE,&lt;br /&gt;
   MAPTILE_RAMP_FEATSTONE,&lt;br /&gt;
   MAPTILE_RAMP_MINSTONE,&lt;br /&gt;
   MAPTILE_RAMP_SOIL,&lt;br /&gt;
   MAPTILE_ASH1,&lt;br /&gt;
   MAPTILE_ASH2,&lt;br /&gt;
   MAPTILE_ASH3,&lt;br /&gt;
   MAPTILE_RAMP_FROZEN_LIQUID,&lt;br /&gt;
   MAPTILE_UNUSED246,//&lt;br /&gt;
   MAPTILE_UNUSED247,//&lt;br /&gt;
   MAPTILE_UNUSED248,//&lt;br /&gt;
   MAPTILE_UNUSED249,//&lt;br /&gt;
   MAPTILE_UNUSED250,//250&lt;br /&gt;
   MAPTILE_UNUSED251,//&lt;br /&gt;
   MAPTILE_UNUSED252,//&lt;br /&gt;
   MAPTILE_UNUSED253,//&lt;br /&gt;
   MAPTILE_UNUSED254,//&lt;br /&gt;
   MAPTILE_UNUSED255,//&lt;br /&gt;
   MAPTILE_UNUSED256,//&lt;br /&gt;
   MAPTILE_UNUSED257,//&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_1,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_2,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_3,&lt;br /&gt;
   MAPTILE_FURROWED_SOIL,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_0,&lt;br /&gt;
   MAPTILE_UNUSED_263,&lt;br /&gt;
   MAPTILE_LAVA,&lt;br /&gt;
   MAPTILE_SOIL_WALL,&lt;br /&gt;
   MAPTILE_UNUSED_267,//&lt;br /&gt;
   MAPTILE_UNUSED_268,//&lt;br /&gt;
   MAPTILE_UNUSED_269,//&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_RD2,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_R2D,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_R2U,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_RU2,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_L2U,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LU2,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_L2D,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LD2,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LRUD,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_RUD,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LRD,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LRU,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LUD,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_RD,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_RU,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LU,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LD,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_UD,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_DET_LR,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_RD2,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_R2D,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_R2U,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_RU2,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_L2U,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LU2,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_L2D,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LD2,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LRUD,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_RUD,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LRD,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LRU,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LUD,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_RD,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_RU,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LU,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LD,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_UD,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_DET_LR,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_RD2,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_R2D,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_R2U,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_RU2,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_L2U,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LU2,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_L2D,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LD2,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LRUD,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_RUD,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LRD,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LRU,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LUD,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_RD,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_RU,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LU,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LD,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_UD,&lt;br /&gt;
   MAPTILE_STONE_WALL_DET_LR,&lt;br /&gt;
   MAPTILE_LAVASTONE_FORTIFICATION,&lt;br /&gt;
   MAPTILE_FEATSTONE_FORTIFICATION,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_WORN1,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_WORN2,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL_WORN3,&lt;br /&gt;
   MAPTILE_LAVASTONE_WALL,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_WORN1,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_WORN2,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL_WORN3,&lt;br /&gt;
   MAPTILE_FEATSTONE_WALL,&lt;br /&gt;
   MAPTILE_STONE_FLOOR1,&lt;br /&gt;
   MAPTILE_STONE_FLOOR2,&lt;br /&gt;
   MAPTILE_STONE_FLOOR3,&lt;br /&gt;
   MAPTILE_STONE_FLOOR4,&lt;br /&gt;
   MAPTILE_LAVASTONE_FLOOR1,&lt;br /&gt;
   MAPTILE_LAVASTONE_FLOOR2,&lt;br /&gt;
   MAPTILE_LAVASTONE_FLOOR3,&lt;br /&gt;
   MAPTILE_LAVASTONE_FLOOR4,&lt;br /&gt;
   MAPTILE_FEATSTONE_FLOOR1,&lt;br /&gt;
   MAPTILE_FEATSTONE_FLOOR2,&lt;br /&gt;
   MAPTILE_FEATSTONE_FLOOR3,&lt;br /&gt;
   MAPTILE_FEATSTONE_FLOOR4,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR1,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR2,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR3,//350&lt;br /&gt;
   MAPTILE_GRASS_FLOOR4,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR1,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR2,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR3,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR4,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR1_WET,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR2_WET,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR3_WET,&lt;br /&gt;
   MAPTILE_SOIL_FLOOR4_WET,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_FORTIFICATION,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_WORN1,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_WORN2,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_WORN3,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL,&lt;br /&gt;
   MAPTILE_RIVER_N,&lt;br /&gt;
   MAPTILE_RIVER_S,&lt;br /&gt;
   MAPTILE_RIVER_E,&lt;br /&gt;
   MAPTILE_RIVER_W,&lt;br /&gt;
   MAPTILE_RIVER_NW,&lt;br /&gt;
   MAPTILE_RIVER_NE,&lt;br /&gt;
   MAPTILE_RIVER_SW,&lt;br /&gt;
   MAPTILE_RIVER_SE,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_N,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_S,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_E,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_W,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_NW,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_NE,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_SW,&lt;br /&gt;
   MAPTILE_STREAM_BED_WALL_SE,&lt;br /&gt;
   MAPTILE_STREAM_BED_TOP,&lt;br /&gt;
   MAPTILE_UNUSED_382,//&lt;br /&gt;
   MAPTILE_UNUSED_383,//&lt;br /&gt;
   MAPTILE_UNUSED_384,//&lt;br /&gt;
   MAPTILE_UNUSED_385,//&lt;br /&gt;
   MAPTILE_UNUSED_386,//&lt;br /&gt;
   MAPTILE_GRASS_FLOOR1_DRY,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR2_DRY,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR3_DRY,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR4_DRY,//390&lt;br /&gt;
   MAPTILE_TREE_DEAD,&lt;br /&gt;
   MAPTILE_SAPLING_DEAD,&lt;br /&gt;
   MAPTILE_SHRUB_DEAD,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR1_DEAD,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR2_DEAD,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR3_DEAD,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR4_DEAD,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR1B,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR2B,&lt;br /&gt;
   MAPTILE_GRASS_FLOOR3B,//400&lt;br /&gt;
   MAPTILE_GRASS_FLOOR4B,&lt;br /&gt;
   MAPTILE_STONE_BOULDER,&lt;br /&gt;
   MAPTILE_LAVASTONE_BOULDER,&lt;br /&gt;
   MAPTILE_FEATSTONE_BOULDER,&lt;br /&gt;
   MAPTILE_STONE_PEBBLE1,&lt;br /&gt;
   MAPTILE_STONE_PEBBLE2,&lt;br /&gt;
   MAPTILE_STONE_PEBBLE3,&lt;br /&gt;
   MAPTILE_STONE_PEBBLE4,&lt;br /&gt;
   MAPTILE_LAVASTONE_PEBBLE1,&lt;br /&gt;
   MAPTILE_LAVASTONE_PEBBLE2,&lt;br /&gt;
   MAPTILE_LAVASTONE_PEBBLE3,&lt;br /&gt;
   MAPTILE_LAVASTONE_PEBBLE4,&lt;br /&gt;
   MAPTILE_FEATSTONE_PEBBLE1,&lt;br /&gt;
   MAPTILE_FEATSTONE_PEBBLE2,&lt;br /&gt;
   MAPTILE_FEATSTONE_PEBBLE3,&lt;br /&gt;
   MAPTILE_FEATSTONE_PEBBLE4,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_RD2,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_R2D,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_R2U,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_RU2,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_L2U,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LU2,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_L2D,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LD2,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LRUD,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_RUD,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LRD,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LRU,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LUD,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_RD,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_RU,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LU,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LD,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_UD,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_DET_LR,&lt;br /&gt;
   MAPTILE_MINSTONE_FORTIFICATION,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_WORN1,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_WORN2,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL_WORN3,&lt;br /&gt;
   MAPTILE_MINSTONE_WALL,&lt;br /&gt;
   MAPTILE_MINSTONE_FLOOR1,&lt;br /&gt;
   MAPTILE_MINSTONE_FLOOR2,&lt;br /&gt;
   MAPTILE_MINSTONE_FLOOR3,&lt;br /&gt;
   MAPTILE_MINSTONE_FLOOR4,&lt;br /&gt;
   MAPTILE_MINSTONE_BOULDER,&lt;br /&gt;
   MAPTILE_MINSTONE_PEBBLE1,&lt;br /&gt;
   MAPTILE_MINSTONE_PEBBLE2,&lt;br /&gt;
   MAPTILE_MINSTONE_PEBBLE3,&lt;br /&gt;
   MAPTILE_MINSTONE_PEBBLE4,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_RD2,//450&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_R2D,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_R2U,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_RU2,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_L2U,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LU2,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_L2D,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LD2,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LRUD,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_RUD,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LRD,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LRU,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LUD,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_RD,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_RU,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LU,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LD,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_UD,&lt;br /&gt;
   MAPTILE_FROZEN_LIQUID_WALL_DET_LR,&lt;br /&gt;
   MAPTILE_UNUSED_469,//&lt;br /&gt;
   MAPTILE_UNUSED_470,//&lt;br /&gt;
   MAPTILE_UNUSED_471,//&lt;br /&gt;
   MAPTILE_UNUSED_472,//&lt;br /&gt;
   MAPTILE_UNUSED_473,//&lt;br /&gt;
   MAPTILE_UNUSED_474,//&lt;br /&gt;
   MAPTILE_UNUSED_475,//&lt;br /&gt;
   MAPTILE_UNUSED_476,//&lt;br /&gt;
   MAPTILE_UNUSED_477,//&lt;br /&gt;
   MAPTILE_UNUSED_478,//&lt;br /&gt;
   MAPTILE_UNUSED_479,//&lt;br /&gt;
   MAPTILE_UNUSED_480,//&lt;br /&gt;
   MAPTILE_UNUSED_481,//&lt;br /&gt;
   MAPTILE_UNUSED_482,//&lt;br /&gt;
   MAPTILE_UNUSED_483,//&lt;br /&gt;
   MAPTILE_UNUSED_484,//&lt;br /&gt;
   MAPTILE_UNUSED_485,//&lt;br /&gt;
   MAPTILE_UNUSED_486,//&lt;br /&gt;
   MAPTILE_UNUSED_487,//&lt;br /&gt;
   MAPTILE_UNUSED_488,//&lt;br /&gt;
   MAPTILE_UNUSED_489,//&lt;br /&gt;
   MAPTILE_UNUSED_490,//490&lt;br /&gt;
   MAPTILE_UNUSED_491,//&lt;br /&gt;
   MAPTILE_UNUSED_492,//&lt;br /&gt;
   MAPTILE_CONSTRUCTED_FLOOR_DETAILED,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_FORTIFICATION,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_PILLAR,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_RD2,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_R2D,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_R2U,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_RU2,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_L2U,//500&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LU2,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_L2D,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LD2,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LRUD,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_RUD,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LRD,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LRU,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LUD,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_RD,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_RU,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LU,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LD,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_UD,&lt;br /&gt;
   MAPTILE_CONSTRUCTED_WALL_DET_LR,&lt;br /&gt;
   MAPTILE_STAIR_UPDOWN_CONSTRUCTED,&lt;br /&gt;
   MAPTILE_STAIR_DOWN_CONSTRUCTED,&lt;br /&gt;
   MAPTILE_STAIR_UP_CONSTRUCTED,&lt;br /&gt;
   MAPTILE_RAMP_CONSTRUCTED,&lt;br /&gt;
   MAPTILENUM,&lt;br /&gt;
   MAPTILENONE=-1&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Color_scheme&amp;diff=63522</id>
		<title>40d:Color scheme</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Color_scheme&amp;diff=63522"/>
		<updated>2010-02-22T14:08:35Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
''(For a discussion of how DF displays different items and decides which colors get altered and when, see [[color]].)''&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress uses '''color schemes''' to determine how the game will be presented during play, whether a [[ranger]] will appear bright Spring green or dark forest green, or whether [[microcline]] will be &amp;quot;eye blasting blue&amp;quot; or something more calm.  The default scheme is quite bold - other schemes are easily possible, even to better accommodate those of us with problems seeing standard color mixes, or just can't take &amp;quot;eye blasting blue&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
A color scheme is broken down into 16 color labels:&lt;br /&gt;
&lt;br /&gt;
:BLACK, DGRAY&lt;br /&gt;
:BLUE, LBLUE&lt;br /&gt;
:GREEN, LGREEN&lt;br /&gt;
:CYAN, LCYAN&lt;br /&gt;
:RED, LRED&lt;br /&gt;
:MAGENTA, LMAGENTA&lt;br /&gt;
:BROWN, YELLOW&lt;br /&gt;
:LGRAY, WHITE&lt;br /&gt;
&lt;br /&gt;
The color scheme data is located at the bottom of the [[init.txt]] file, found in the Dwarf Fortress/data/init folder.  &lt;br /&gt;
&lt;br /&gt;
==What colors show up where==&lt;br /&gt;
&lt;br /&gt;
The easiest place to see all the colors next to each other is in the {{k|u}}nits list, where the different [[Skill#Professions.2C_colors.2C_.26_skill_categories|professional categories]] all have their identifying colors.  In that order (and with the default color values), they are...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLACK|#000|#000|&lt;br /&gt;
''background''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LCYAN|#000|#0ff|&lt;br /&gt;
''current job listing*''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LGRAY|#ccc|#ccc|&lt;br /&gt;
[[Miner]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|YELLOW|#ff0|#ff0|&lt;br /&gt;
[[Woodworker]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|WHITE|#fff|#fff|&lt;br /&gt;
[[Stoneworker]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|#080|#080|&lt;br /&gt;
[[Ranger]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|#888|#888|&lt;br /&gt;
[[Metalsmith]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LGREEN|#0f0|#0f0|&lt;br /&gt;
[[Jeweler]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|#00f|#00f|&lt;br /&gt;
[[Craftsdwarf]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|rgb(00, 00, 80)|rgb(00, 00, 80)|&lt;br /&gt;
[[Fishery Worker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|#880|#880|&lt;br /&gt;
[[Farmer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LRED|#f00|#f00|&lt;br /&gt;
[[Engineer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|#808|#808|&lt;br /&gt;
[[Administrator]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|CYAN|#088|#088|&lt;br /&gt;
[[Peasant]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|#800|#800|&lt;br /&gt;
[[Child]]ren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LMAGENTA|#000|#f0f|&lt;br /&gt;
''deceased''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::''(* &amp;quot;On Break&amp;quot; is displayed in CYAN.)''&lt;br /&gt;
&lt;br /&gt;
Some other color uses:&lt;br /&gt;
:* [[Magma]] is LRED. (Magma 1 level lower than current view is RED.)&lt;br /&gt;
:* [[Water]] is LBLUE. (Water 1 level lower than current view is BLUE.)&lt;br /&gt;
:* [[River]]s and [[brook]]s are LCYAN on their surface (w/ water below).&lt;br /&gt;
&lt;br /&gt;
= Default Scheme =&lt;br /&gt;
&lt;br /&gt;
The default Dwarf Fortress color scheme is based off the 16 standard HTML colors, as discussed [http://en.wikipedia.org/wiki/Web_colors#HTML_color_names here].  (Some have been renamed in DF, but the tones themselves are the same.)&lt;br /&gt;
&lt;br /&gt;
These are broken up into 8 pairs, one darker, one lighter, as ordered below.  When a color is flashing or a displayed tile is &amp;quot;dark/bright&amp;quot; according to the game display, these colors are the two that work &amp;quot;together&amp;quot; to create that contrast.  Keep this in mind if creating a [[#Custom color schemes|custom color scheme]], as described below.  (See [[Color]] for a more complete discussion.)&lt;br /&gt;
&lt;br /&gt;
If you lose the default scheme and neglected to make a backup ''(didn't we warn you to use &amp;quot;care and caution&amp;quot; when modding?)'', you can find the standard scheme below, without having to download DF again.&lt;br /&gt;
&lt;br /&gt;
Open Dwarf Fortress/data/init/[[init.txt]], and copy the text as seen below over the values found at the very bottom of the file.  Save that file, re-start Dwarf Fortress, and you're set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#505050&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#0000ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00ff00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00ffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#800000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#800080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff00ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#808000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffff00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#c0c0c0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:128]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:128]&lt;br /&gt;
[RED_R:128]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:128]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:128]&lt;br /&gt;
[BROWN_G:128]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:0]&lt;br /&gt;
[LBLUE_G:0]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:0]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:0]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Custom color schemes =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players who are not satisfied with the default color scheme can alter things to suit their aesthetic tastes.  The 16 colors are not fixed, except by their definitions in init.txt.  If you wanted to change YELLOW to something slightly brighter or darker, or more orange, or into deep purple, you can by changing the values listed under the label &amp;quot;YELLOW&amp;quot;.  Note that the color names are ''case sensitive'' - the color is &amp;quot;YELLOW&amp;quot;, not &amp;quot;yellow&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When designing a custom color, 3 &amp;quot;lights&amp;quot; of color are used: '''R'''ed, '''G'''reen, and '''B'''lue (RGB), on a scale of 0-255.  The more light (the higher the value), the brighter the color; the less light (the lower the value), the darker. Using &amp;quot;light&amp;quot; is not the same as using &amp;quot;pigment&amp;quot; ''(the standard &amp;quot;paint mixing&amp;quot; formulae we learned in school, where Red, Yellow and Blue are the 3 basic ingredients)'' - B+R does not give &amp;quot;purple&amp;quot; in this format.  &lt;br /&gt;
&lt;br /&gt;
Since we're using Red, Green and Blue light, some form of those three colors is relatively easy to achieve - but look at examples of the other standard colors below to understand how they mix together and how to &amp;quot;shade&amp;quot; or &amp;quot;tint&amp;quot;, or brighten or darken a color - or you can simply find a color below that you like and go from that, or use one of these [[Color#Color_tokens|standard RGB colors]].  Always use caution to avoid ending up with colors that are &amp;quot;too similar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To change to a new color scheme, copy/paste a color list (or part of one or more) found below (or make your own up) over the existing scheme - don't worry, if you don't like it, the original, default scheme is listed above.&lt;br /&gt;
&lt;br /&gt;
In order for any scheme changes to take effect, the init.txt file must be Saved, and the game must be Quit and re-Started.&lt;br /&gt;
&lt;br /&gt;
''(Note also that when posting screenshots to this wiki (and the forum boards), custom color schemes (or [[tilesets]]) can cause confusion with players who do not use those specific mixes.  This wiki requests you use one of the default set-ups that come with the game to post screenshots here.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lee's Color scheme ===&lt;br /&gt;
&lt;br /&gt;
A quest to provide the optimal set of colors: all colors very easily distinguishable and earthy/natural without being washed out or too bright and garish. I'm picky and I went through many different color schemes but I think this is almost there, so enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#646464&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#1E55A5&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#5A82D2&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#467D37&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#6EB437&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#2D9187&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#46D7C3&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#AA1400&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#D73C00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#822873&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#D255BE&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785032&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#EBB400&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#A0A0A0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FAFAFA&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:30]&lt;br /&gt;
[BLUE_G:85]&lt;br /&gt;
[BLUE_B:165]&lt;br /&gt;
[GREEN_R:70]&lt;br /&gt;
[GREEN_G:125]&lt;br /&gt;
[GREEN_B:55]&lt;br /&gt;
[CYAN_R:45]&lt;br /&gt;
[CYAN_G:145]&lt;br /&gt;
[CYAN_B:135]&lt;br /&gt;
[RED_R:170]&lt;br /&gt;
[RED_G:20]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:130]&lt;br /&gt;
[MAGENTA_G:40]&lt;br /&gt;
[MAGENTA_B:115]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:80]&lt;br /&gt;
[BROWN_B:50]&lt;br /&gt;
[LGRAY_R:160]&lt;br /&gt;
[LGRAY_G:160]&lt;br /&gt;
[LGRAY_B:160]&lt;br /&gt;
[DGRAY_R:100]&lt;br /&gt;
[DGRAY_G:100]&lt;br /&gt;
[DGRAY_B:100]&lt;br /&gt;
[LBLUE_R:90]&lt;br /&gt;
[LBLUE_G:130]&lt;br /&gt;
[LBLUE_B:210]&lt;br /&gt;
[LGREEN_R:110]&lt;br /&gt;
[LGREEN_G:180]&lt;br /&gt;
[LGREEN_B:55]&lt;br /&gt;
[LCYAN_R:70]&lt;br /&gt;
[LCYAN_G:215]&lt;br /&gt;
[LCYAN_B:195]&lt;br /&gt;
[LRED_R:215]&lt;br /&gt;
[LRED_G:60]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:210]&lt;br /&gt;
[LMAGENTA_G:85]&lt;br /&gt;
[LMAGENTA_B:190]&lt;br /&gt;
[YELLOW_R:235]&lt;br /&gt;
[YELLOW_G:180]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:250]&lt;br /&gt;
[WHITE_G:250]&lt;br /&gt;
[WHITE_B:250]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Natural&amp;quot; scheme ===&lt;br /&gt;
&lt;br /&gt;
This mix softens the glaring colors of the original to earthtones.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#585356&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#0d67c4&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#91caff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#449e35&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#83d452&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#56a3cd&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#b0dfd7&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#971a1a&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#ff2222&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#ff6ebb&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#ffa7f6&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785e2f&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#ffda5a&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b9c0a2&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:13]&lt;br /&gt;
[BLUE_G:103]&lt;br /&gt;
[BLUE_B:196]&lt;br /&gt;
[GREEN_R:68]&lt;br /&gt;
[GREEN_G:158]&lt;br /&gt;
[GREEN_B:53]&lt;br /&gt;
[CYAN_R:86]&lt;br /&gt;
[CYAN_G:163]&lt;br /&gt;
[CYAN_B:205]&lt;br /&gt;
[RED_R:151]&lt;br /&gt;
[RED_G:26]&lt;br /&gt;
[RED_B:26]&lt;br /&gt;
[MAGENTA_R:255]&lt;br /&gt;
[MAGENTA_G:110]&lt;br /&gt;
[MAGENTA_B:187]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:94]&lt;br /&gt;
[BROWN_B:47]&lt;br /&gt;
[LGRAY_R:185]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:162]&lt;br /&gt;
[DGRAY_R:88]&lt;br /&gt;
[DGRAY_G:83]&lt;br /&gt;
[DGRAY_B:86]&lt;br /&gt;
[LBLUE_R:145]&lt;br /&gt;
[LBLUE_G:202]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:131]&lt;br /&gt;
[LGREEN_G:212]&lt;br /&gt;
[LGREEN_B:82]&lt;br /&gt;
[LCYAN_R:176]&lt;br /&gt;
[LCYAN_G:223]&lt;br /&gt;
[LCYAN_B:215]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:34]&lt;br /&gt;
[LRED_B:34]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:167]&lt;br /&gt;
[LMAGENTA_B:246]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:218]&lt;br /&gt;
[YELLOW_B:90]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Another natural scheme ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#505050&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#495f9d&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#6f8aa5&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#597537&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#a0c852&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#65909e&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#9fc4d2&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#920000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ce4901&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#a53665&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ef96cf&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#8a693b&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffc600&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:73]&lt;br /&gt;
[BLUE_G:95]&lt;br /&gt;
[BLUE_B:157]&lt;br /&gt;
[GREEN_R:89]&lt;br /&gt;
[GREEN_G:117]&lt;br /&gt;
[GREEN_B:55]&lt;br /&gt;
[CYAN_R:101]&lt;br /&gt;
[CYAN_G:144]&lt;br /&gt;
[CYAN_B:158]&lt;br /&gt;
[RED_R:146]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:165]&lt;br /&gt;
[MAGENTA_G:54]&lt;br /&gt;
[MAGENTA_B:101]&lt;br /&gt;
[BROWN_R:138]&lt;br /&gt;
[BROWN_G:105]&lt;br /&gt;
[BROWN_B:59]&lt;br /&gt;
[LGRAY_R:128]&lt;br /&gt;
[LGRAY_G:128]&lt;br /&gt;
[LGRAY_B:128]&lt;br /&gt;
[DGRAY_R:80]&lt;br /&gt;
[DGRAY_G:80]&lt;br /&gt;
[DGRAY_B:80]&lt;br /&gt;
[LBLUE_R:111]&lt;br /&gt;
[LBLUE_G:138]&lt;br /&gt;
[LBLUE_B:165]&lt;br /&gt;
[LGREEN_R:160]&lt;br /&gt;
[LGREEN_G:200]&lt;br /&gt;
[LGREEN_B:82]&lt;br /&gt;
[LCYAN_R:159]&lt;br /&gt;
[LCYAN_G:196]&lt;br /&gt;
[LCYAN_B:210]&lt;br /&gt;
[LRED_R:206]&lt;br /&gt;
[LRED_G:73]&lt;br /&gt;
[LRED_B:1]&lt;br /&gt;
[LMAGENTA_R:239]&lt;br /&gt;
[LMAGENTA_G:150]&lt;br /&gt;
[LMAGENTA_B:207]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:198]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255] &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Higher-visibility scheme ===&lt;br /&gt;
&lt;br /&gt;
Tired of trying to see your metalsmiths (dark grey) and fishery workers (navy blue) against a black background?  This scheme &amp;quot;brightens&amp;quot; most of the colors, while trying to stay true to the original tone when possible.  (Except BROWN, which is now actually &amp;quot;brown&amp;quot;, not olive green.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK*&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#787878&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#2c88de&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#90caff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#209020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#42e828&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN*&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#80e0d8&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b00808&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED*&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b038a0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff54ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785e30&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffec30&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b0b0b0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE*&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* unchanged'')&lt;br /&gt;
&lt;br /&gt;
Original on the left, this scheme on the right...&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|#888|#888|&lt;br /&gt;
[[Metalsmith]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|#080|#080|&lt;br /&gt;
[[Ranger]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|rgb(00, 00, 80)|rgb(00, 00, 80)|&lt;br /&gt;
[[Fishery Worker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|#00f|#00f|&lt;br /&gt;
[[Craftsdwarf]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|#880|#880|&lt;br /&gt;
[[Farmer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|#808|#808|&lt;br /&gt;
[[Administrator]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|#800|#800|&lt;br /&gt;
[[Child]]ren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|rgb(176, 176, 176)|rgb(176, 176, 176)|&lt;br /&gt;
[[Metalsmith]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|rgb(32, 144, 32)|rgb(32, 144, 32)|&lt;br /&gt;
[[Ranger]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|rgb(44, 136, 222)|rgb(44, 136, 222)|&lt;br /&gt;
[[Fishery Worker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|rgb(144, 202, 255)|rgb(144, 202, 255)|&lt;br /&gt;
[[Craftsdwarf]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|rgb(120, 94, 48)|rgb(120, 94, 48)|&lt;br /&gt;
[[Farmer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|rgb(176, 56, 160)|rgb(176, 56, 160)|&lt;br /&gt;
[[Administrator]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|rgb(176, 8, 8)|rgb(176, 8, 8)|&lt;br /&gt;
[[Child]]ren&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:45]&lt;br /&gt;
[BLUE_G:136]&lt;br /&gt;
[BLUE_B:222]&lt;br /&gt;
[GREEN_R:32]&lt;br /&gt;
[GREEN_G:143]&lt;br /&gt;
[GREEN_B:27]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:166]&lt;br /&gt;
[CYAN_B:166]&lt;br /&gt;
[RED_R:170]&lt;br /&gt;
[RED_G:8]&lt;br /&gt;
[RED_B:8]&lt;br /&gt;
[MAGENTA_R:175]&lt;br /&gt;
[MAGENTA_G:55]&lt;br /&gt;
[MAGENTA_B:160]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:94]&lt;br /&gt;
[BROWN_B:47]&lt;br /&gt;
[LGRAY_R:176]&lt;br /&gt;
[LGRAY_G:176]&lt;br /&gt;
[LGRAY_B:176]&lt;br /&gt;
[DGRAY_R:120]&lt;br /&gt;
[DGRAY_G:120]&lt;br /&gt;
[DGRAY_B:120]&lt;br /&gt;
[LBLUE_R:145]&lt;br /&gt;
[LBLUE_G:202]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:66]&lt;br /&gt;
[LGREEN_G:232]&lt;br /&gt;
[LGREEN_B:40]&lt;br /&gt;
[LCYAN_R:128]&lt;br /&gt;
[LCYAN_G:223]&lt;br /&gt;
[LCYAN_B:215]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:84]&lt;br /&gt;
[LMAGENTA_B:250]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:236]&lt;br /&gt;
[YELLOW_B:45]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Yet) Another scheme ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#707070&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#203090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#2838ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#309020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#30f020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#208090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#38d0ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#971a1a&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff3020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#702090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#d038ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#907030&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffe020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b0b0b0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:32]&lt;br /&gt;
[BLUE_G:48]&lt;br /&gt;
[BLUE_B:144]&lt;br /&gt;
[GREEN_R:48]&lt;br /&gt;
[GREEN_G:144]&lt;br /&gt;
[GREEN_B:32]&lt;br /&gt;
[CYAN_R:32]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:144]&lt;br /&gt;
[RED_R:151]&lt;br /&gt;
[RED_G:26]&lt;br /&gt;
[RED_B:26]&lt;br /&gt;
[MAGENTA_R:112]&lt;br /&gt;
[MAGENTA_G:32]&lt;br /&gt;
[MAGENTA_B:144]&lt;br /&gt;
[BROWN_R:144]&lt;br /&gt;
[BROWN_G:112]&lt;br /&gt;
[BROWN_B:48]&lt;br /&gt;
[LGRAY_R:176]&lt;br /&gt;
[LGRAY_G:176]&lt;br /&gt;
[LGRAY_B:176]&lt;br /&gt;
[DGRAY_R:112]&lt;br /&gt;
[DGRAY_G:112]&lt;br /&gt;
[DGRAY_B:112]&lt;br /&gt;
[LBLUE_R:40]&lt;br /&gt;
[LBLUE_G:56]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:48]&lt;br /&gt;
[LGREEN_G:240]&lt;br /&gt;
[LGREEN_B:32]&lt;br /&gt;
[LCYAN_R:56]&lt;br /&gt;
[LCYAN_G:208]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:48]&lt;br /&gt;
[LRED_B:32]&lt;br /&gt;
[LMAGENTA_R:208]&lt;br /&gt;
[LMAGENTA_G:56]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:224]&lt;br /&gt;
[YELLOW_B:32]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== True CGA Scheme ===&lt;br /&gt;
&lt;br /&gt;
This scheme uses the genuine [http://en.wikipedia.org/wiki/Color_Graphics_Adapter CGA] palette, in case you're an old-school purist.  &lt;br /&gt;
&lt;br /&gt;
''(Note that the CGA &amp;quot;brown&amp;quot; can be difficult to distinguish from &amp;quot;red&amp;quot; unless it is immediately nearby.  For a slightly more readable version, you can &amp;quot;cheat&amp;quot; and replace the'' [BROWN_G:85]&lt;br /&gt;
''with  ''[BROWN_G:170]. '')''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#555555&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#0000aa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#5555ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#00aa00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#55ff55&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#00aaaa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#55ffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aa0000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff5555&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aa00aa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff55ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aa5500&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffff55&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aaaaaa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:170]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:170]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:170]&lt;br /&gt;
[CYAN_B:170]&lt;br /&gt;
[RED_R:170]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:170]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:170]&lt;br /&gt;
[BROWN_R:170]&lt;br /&gt;
[BROWN_G:85]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:170]&lt;br /&gt;
[LGRAY_G:170]&lt;br /&gt;
[LGRAY_B:170]&lt;br /&gt;
[DGRAY_R:85]&lt;br /&gt;
[DGRAY_G:85]&lt;br /&gt;
[DGRAY_B:85]&lt;br /&gt;
[LBLUE_R:85]&lt;br /&gt;
[LBLUE_G:85]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:85]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:85]&lt;br /&gt;
[LCYAN_R:85]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:85]&lt;br /&gt;
[LRED_B:85]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:85]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:85]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== For the Chromatically Challenged ===&lt;br /&gt;
&lt;br /&gt;
Color blindness can result in colors being too similar, such as red and brown, so this scheme sacrifices true color accuracy for a greater difference in hues. If you have normal color vision, then this probably looks really weird.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#0000C0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#3030FF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00D000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#007090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#40D0FF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#C00000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FF3030&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#A00080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FF40D0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#606000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF40&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#C0C0C0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFFF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:192]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:112]&lt;br /&gt;
[CYAN_B:144]&lt;br /&gt;
[RED_R:192]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:160]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:96]&lt;br /&gt;
[BROWN_G:96]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:48]&lt;br /&gt;
[LBLUE_G:48]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:224]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:64]&lt;br /&gt;
[LCYAN_G:224]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:48]&lt;br /&gt;
[LRED_B:48]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:64]&lt;br /&gt;
[LMAGENTA_B:224]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:64]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dye&amp;diff=63521</id>
		<title>40d:Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dye&amp;diff=63521"/>
		<updated>2010-02-22T14:08:35Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dye''' can be used at the [[Dyer's shop]] to change the [[Color#Color_tokens|color]] of [[cloth]] or [[thread]].&lt;br /&gt;
Dye is made by milling certain [[plants]] at a [[Millstone]] or [[Quern]]. Usually all [[caravan]]s will bring dye for [[trade]] too. Importing dye however is only useful if you have a somewhat skilled [[dyer]], otherwise little value is added (see below) and the work wasted. Better buy or grow the 'source' plants if available and mill yourself. Of course the nice colors are a value in themselves, if you don't stuff it all in bins. &lt;br /&gt;
&lt;br /&gt;
Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. On the [[stocks]] screen, dyes are listed under [[powder]].&lt;br /&gt;
&lt;br /&gt;
In theory, dyed objects can be [[color#Color tokens|colors]] other than the basic 16.  However, the game displays them using the basic color that is the nearest match (dimple dye is (dark) blue, and emerald dye is light green).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|style=margin-left:auto;margin-right:auto}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple Dye&lt;br /&gt;
|Midnight Blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald Dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot Dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver Dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dyeing adds the [[value]] of the dye, multiplied with the [[quality]] to the [[thread]] or [[cloth]]. Depending on the dye used and the quality of the dyeing, this can give a nice value boost.&lt;br /&gt;
&lt;br /&gt;
*[[silk]] cloth 34☼&lt;br /&gt;
*silk cloth, dimple dyed 54☼&lt;br /&gt;
*silk cloth, finely colored with dimple dye 94☼ (34+3*20)&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven cloth or to the raw thread - there is not known to be any difference in the end product based on the point at which the dye was applied during the production process.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=63520</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=63520"/>
		<updated>2010-02-22T14:08:33Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]].  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. [[Tower-cap]]s are trees (giant mushrooms, actually) that grow only underground, and are the only ones that do, and then only under special circumstances. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|#080}}, {{tile|♠|#080}}, {{tile|¶|#080}}, {{tile|╞|#080}} or {{tile|⌠|#080}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like colored rectangles ( {{tile|■|#080}} ), appearing identical to colored [[block]]s floating in the air. Deciduous trees will change color to red or yellow in [[autumn]] ( {{tile|♣|#f00}}, {{tile|♠|#ff0}} ), and lose their leaves in [[winter]] ( {{tile|╞|#880}} ).  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently{{version|0.28.181.40d}} not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of [[map tile]] that form a solid barrier, like [[stone]] or [[ore]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s.  [[Caravan]]s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.  However, a dwarf dropped on top of a tree will remain on top of (1 z-level above) it unless there is a neighboring surface on the same z-level for him to step off onto.  Fired ammunition (arrows, bolts, &amp;amp;c.) will sometimes get 'stuck in a tree' in this fashion as well.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutting]] [[labor]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood|wood log]], which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way). Saplings can 'drown' in [[water]] and [[magma]], though.  [[Ballista]] arrows can destroy trees, but [[catapult]] stones will not.&lt;br /&gt;
&lt;br /&gt;
Under certain circumstances items can wind up &amp;quot;on top&amp;quot; of trees (1 z-level above the tree).  This occurs when an arrow reaches its maximum range above a tree and then falls onto it, an enemy (or part of one) flies onto the tree, or when any item is otherwise dropped directly above the tree.  As dwarves cannot walk on trees, the only way to recover these items is to cut down the tree.&lt;br /&gt;
&lt;br /&gt;
====Trees and ramps====&lt;br /&gt;
Digging a ramp underneath a tree will cause a [[cave-in]] - but the tree will be removed. The tree will not leave a log behind. This is not true of saplings.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down.  Saplings will appear but not grow into trees if there is a layer of stone under the top-layer of soil under them, or if the soil has been dug out from beneath that top layer.*&lt;br /&gt;
&lt;br /&gt;
:''(*Tower caps operate differently, and are not fully understood.  See that article for a more complete discussion on their growth requirements.)''&lt;br /&gt;
&lt;br /&gt;
A given [[area block]] has a limit of &amp;quot;things that can grow on it&amp;quot; - and trees and shrubs compete for this when that maximum is reached.*  Removing shrubs will allow more trees (and shrubs) to be able to grow.  A downside to removing these shrubberies is that most of the saplings in the area will be trampled in the process unless they are marked as low-traffic or restricted areas first, a slightly time-consuming process.&lt;br /&gt;
&lt;br /&gt;
:''(*Tower caps (and underground shrubs?), on levels below the first &amp;quot;above ground&amp;quot; level, do not seem to count toward this limit.)&lt;br /&gt;
&lt;br /&gt;
==Elven Diplomats==&lt;br /&gt;
[[Liaison#Elven|Elven diplomats]] eventually come to talk about the &amp;quot;tree situation&amp;quot; in your fort.  Sometimes the diplomat will arrive and merely complain but most often the diplomat will want to set a limit to the number of trees &amp;lt;s&amp;gt;butchered&amp;lt;/s&amp;gt; harvested to &amp;lt;s&amp;gt;feed&amp;lt;/s&amp;gt; fuel your &amp;lt;s&amp;gt;earth blighting death machines&amp;lt;/s&amp;gt; industry.  This quota is based on all the logs you have in your stocks, '''no matter what the source.'''  It doesn't matter if you have a [[Tower-cap]] farm or if you import all your wood; if you have any wood in your stocks, the &amp;lt;s&amp;gt;treehuggers&amp;lt;/s&amp;gt; elves will complain.&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near [[elf|elven]] settlements. It is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
{{Tree table row|name=Acacia |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt; |align=All  |decid=No |wt= 500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Alder |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=410 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Ash |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align= All |decid= |wt=620 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Birch |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=670  }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cacao tree |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Candlenut |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All  |decid=No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cedar |tile={{tile|↨|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt; |align=All |decid=No |wt=380 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Chestnut |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Feather tree |tile= {{tile|♣|#080}} |hab=Not Freezing (Dry) |align= &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; |decid=No |wt=100 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Glumprong |tile={{tile|┤|#080}} |hab= Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; |decid=No |wt=1200  }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Highwood |tile={{tile|¶|#080}} |hab=Not Freezing (Dry) |align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;  |decid= No|wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Larch |tile={{tile|↑|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;  |align=All |decid=Yes |wt= 590}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mango |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid= No |wt= 500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Kapok |tile= {{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;  |align=All |decid= No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mahogany |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=600 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Maple |tile= {{tile|♣|#080}}|hab=  &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=  All|decid= Yes |wt=755  }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Oak |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=700 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Palm |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Pine |tile={{tile|↑|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;  |align= No|decid= |wt=560 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Rubber tree |tile={{tile|Γ|#080}} |hab= &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All |decid= No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Saguaro|tile={{tile|╞|#080}} |hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All |decid=No |wt=500 }}&lt;br /&gt;
{{Tree table row|name=Mangrove|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tower-cap]] |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;*Subterranean ''SPECIAL*''&amp;lt;/span&amp;gt; |align=All |decid=No |wt=600 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Willow |tile={{tile|⌠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt; |align=All  |decid= No|wt=420 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:What%27s_the_easiest_way_to_check_dwarves_happiness&amp;diff=63519</id>
		<title>40d:What's the easiest way to check dwarves happiness</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:What%27s_the_easiest_way_to_check_dwarves_happiness&amp;diff=63519"/>
		<updated>2010-02-22T14:08:31Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;Dwarves are strange creatures who balance out at 'happy' because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;lt;/i&amp;gt;&lt;br /&gt;
:shadow_archmagi&lt;br /&gt;
&lt;br /&gt;
==Critical mood==&lt;br /&gt;
If a dwarf is unhappy, he'll flash a red down arrow. If his unhappiness causes him to throw a [[tantrum]], he'll have a flashing yellow exclamation point.  If they are in a special [[strange mood]] they will have some other color of exclamation point, each color relating to a different kind of strange mood. See the article on [[status icons]] for more information&lt;br /&gt;
&lt;br /&gt;
==General mood information==&lt;br /&gt;
Otherwise, to check a dwarf's mood you can look at their thoughts and preferences page. Each dwarf has a seperate entry, so find the dwarf you want to check on either via the [[Controls_guide#Unit List|Unit List menu]] or the [[Controls_guide#View_Units.2C_v|View Units tool]].&lt;br /&gt;
&lt;br /&gt;
Once you have the right dwarf selected, press {{key|p}} to go to the unit's preferences page, and then press {{key|z}} to look at their profile. Finally, in their profile hit {{key|Enter}} to view the dwarf's mood, '''recent mood-influencing thoughts''', and the dwarfs likes and dislikes.&lt;br /&gt;
&lt;br /&gt;
==Other methods==&lt;br /&gt;
Third party utilities such as [[User:Bartavelle/DwarfCompanion | Dwarf Companion]] allow one to view the moods of their dwarves, generally with the ability to sort by mood so as to quickly see who's on the brink of blowing up.&lt;br /&gt;
&lt;br /&gt;
{{Moods FAQ}}&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;diff=63518</id>
		<title>40d:Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;diff=63518"/>
		<updated>2010-02-22T14:08:30Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[gold]] [[bar]]s&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rose gold''' is an alloy of [[gold]] and [[copper]], made at a [[smelter]].  It is made by combining three gold [[bar]]s with one copper bar, which results in four rose gold bars. The value of this is a little subjective, as the total material worth of the produced metal is the same as that of the ingredients (3*30 and 1*2 -&amp;gt; 4*23). Disregarding [[fuel]], you lose the possible utility of the copper bar to get purple-colored furniture and crafts (for buildings and constructions, [[bismuth]] will produce the same color). If you have no magma access then the transition will cost you fuel as well, so it's really a question of how important it is that you get purple [[metal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Spotted_wobbegong&amp;diff=63517</id>
		<title>40d:Spotted wobbegong</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Spotted_wobbegong&amp;diff=63517"/>
		<updated>2010-02-22T14:08:29Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Spotted wobbegong|symbol=S|color={{COLOR:6:0:0}}|bones=7|chunks=7|meat=7|fat=3|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Temperate]] [[ocean]]&lt;br /&gt;
* [[Tropical]] ocean&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Spotted wobbegong''' is a type of shark. In the real world the spotted wobbegong is commonly found in places like the Great Barrier Reef in Australia. '''Spotted wobbegongs''' are typically covered in seaweed-like growths on their body and are colored in a dark tan color, both of these are used to camouflage the spotted wobbegong in order to ambush prey. '''Spotted wobbegongs''' also have eggs shaped in a spiral shape and are layed throughout coral reefs by wedging them in crevices. This is different to most sharks which typically carry eggs untill they hatch.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_WOBBEGONG_SPOTTED]&lt;br /&gt;
	[NAME:spotted wobbegong:spotted wobbegongs:spotted wobbegong]&lt;br /&gt;
	[TILE:'S'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:spotted wobbegong pup:spotted wobbegong pups]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[BIOME:OCEAN_TEMPERATE]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=63516</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=63516"/>
		<updated>2010-02-22T14:03:30Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of rough '''gems''' can be found strewn throughout the [[mountain]]. '''Cut gems''' can be used to [[encrust]] [[furniture]], [[crafts]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].  In addition, raw [[rock crystal]]s are required to make crystal glass goods.&lt;br /&gt;
&lt;br /&gt;
Sometimes, rough gems will be cut into [[craft]]s or '''large gems'''. The chance of creating a &amp;quot;large gem&amp;quot; or craft is roughly 1 in 3, the skill of a gem cutter does not affect this number at all, only the quality of the finished good produced. Note that these will ''replace'' a cut gem and cannot be used to encrust goods. Such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
&lt;br /&gt;
If there is sand on your map, you can also manufacture [[#Glass|raw glass]], which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See [[Gem cutting]] and [[Gem setting]]. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name=Green glass|value=2|color={{Raw Tile|B|#080|#080}}|fwhere=[[glass furnace]]|fhow= manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name=Clear glass|value=5|color={{Raw Tile|T|#088|#088}}|fwhere=[[glass furnace]]|fhow= manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Glass]]|name=Crystal glass|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=[[glass furnace]]|fhow= manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=amber opal|value=10|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=aventurine|value=3|color={{Raw Tile|B|#080|#080}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=banded agate|value=2|color={{Raw Tile|C|#800|#800}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=bloodstone|value=2|color={{Raw Tile|C|#800|#800}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=blue jade|value=2|color={{Raw Tile|D|#00F|#00F}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=bone opal|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=brown jasper|value=2|color={{Raw Tile|A|#880|#880}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=carnelian|value=2|color={{Raw Tile|C|#800|#800}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=cherry opal|value=10|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=chrysocolla|value=2|color={{Raw Tile|G|#0FF|#0FF}}|fwhere=Malachite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=chrysoprase|value=2|color={{Raw Tile|H|#0F0|#0F0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=citrine|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=clear tourmaline|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=dendritic agate|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=fire agate|value=2|color={{Raw Tile|A|#880|#880}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=fortification agate|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=gold opal|value=10|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=gray chalcedony|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=jasper opal|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=lace agate|value=2|color={{Raw Tile|D|#00F|#00F}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=lapis lazuli|value=2|color={{Raw Tile|D|#00F|#00F}}|fwhere=Igneous intrusive, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=lavendar jade|value=2|color={{Raw Tile|J|#808|#808}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=milk opal|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=milk quartz|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=moonstone|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=morion|value=2|color={{Raw Tile|K|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=moss agate|value=2|color={{Raw Tile|B|#080|#080}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=moss opal|value=10|color={{Raw Tile|B|#080|#080}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=onyx opal|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=onyx|value=2|color={{Raw Tile|K|#888|#888}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=picture jasper|value=3|color={{Raw Tile|A|#880|#880}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=pineapple opal|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=pink jade|value=2|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=pipe opal|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=plume agate|value=2|color={{Raw Tile|A|#880|#880}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=prase opal|value=10|color={{Raw Tile|B|#080|#080}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=prase|value=2|color={{Raw Tile|B|#080|#080}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=pyrite|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=resin opal|value=10|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=rock crystal|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=rose quartz|value=3|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=sardonyx|value=2|color={{Raw Tile|C|#800|#800}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=sard|value=2|color={{Raw Tile|C|#800|#800}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=schorl|value=2|color={{Raw Tile|K|#888|#888}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=shell opal|value=10|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=smoky quartz|value=2|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=sunstone|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Basalt, Gneiss|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=tiger iron|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=tigereye|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=tube agate|value=2|color={{Raw Tile|A|#880|#880}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=turquoise|value=2|color={{Raw Tile|D|#0FF|#0FF}}|fwhere=Igneous extrusive, Kaolinite, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=variscite|value=2|color={{Raw Tile|B|#080|#080}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=wax opal|value=10|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=white chalcedony|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=white jade|value=2|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=wood opal|value=10|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=yellow jasper|value=2|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=alexandrite|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=almandine|value=20|color={{Raw Tile|C|#800|#800}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=amethyst|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=aquamarine|value=20|color={{Raw Tile|D|#0FF|#0FF}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=bandfire opal|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=black opal|value=30|color={{Raw Tile|K|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=black pyrope|value=20|color={{Raw Tile|K|#888|#888}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=black zircon|value=20|color={{Raw Tile|K|#888|#888}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=blue garnet|value=30|color={{Raw Tile|N|#008|#008}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=brown zircon|value=20|color={{Raw Tile|A|#880|#880}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=cat's eye|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=chrysoberyl|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=cinnamon grossular|value=20|color={{Raw Tile|A|#880|#880}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=claro opal|value=20|color={{Raw Tile|D|#00F|#00F}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=clear garnet|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=clear zircon|value=25|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=crystal opal|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=demantoid|value=30|color={{Raw Tile|B|#080|#080}}|fwhere=Chromite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=fire opal|value=15|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=golden beryl|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=goshenite|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=green jade|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=green tourmaline|value=20|color={{Raw Tile|B|#080|#080}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=green zircon|value=20|color={{Raw Tile|B|#080|#080}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=harlequin opal|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=heliodor|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=honey yellow beryl|value=20|color={{Raw Tile|A|#880|#880}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=indigo tourmaline|value=25|color={{Raw Tile|N|#008|#008}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=jelly opal|value=15|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=kunzite|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=levin opal|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=light yellow diamond|value=30|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=melanite|value=15|color={{Raw Tile|K|#888|#888}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=morganite|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=peridot|value=20|color={{Raw Tile|H|#0F0|#0F0}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=pinfire opal|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=pink garnet|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=pink tourmaline|value=15|color={{Raw Tile|F|#F00|#F00}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=precious fire opal|value=20|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=purple spinel|value=20|color={{Raw Tile|J|#808|#808}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=red beryl|value=20|color={{Raw Tile|F|#F00|#F00}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=red flash opal|value=20|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=red grossular|value=20|color={{Raw Tile|C|#800|#800}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=red pyrope|value=20|color={{Raw Tile|C|#800|#800}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=red spinel|value=20|color={{Raw Tile|C|#800|#800}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=red tourmaline|value=15|color={{Raw Tile|C|#800|#800}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=red zircon|value=20|color={{Raw Tile|C|#800|#800}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=rhodolite|value=20|color={{Raw Tile|J|#808|#808}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=rubicelle|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=tanzanite|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=topazolite|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=topaz|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=tsavorite|value=30|color={{Raw Tile|B|#080|#080}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=violet spessartine|value=20|color={{Raw Tile|L|#F0F|#F0F}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=white opal|value=20|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=yellow grossular|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=yellow spessartine|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=yellow zircon|value=20|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name=emerald|value=40|color={{Raw Tile|B|#080|#080}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=faint yellow diamond|value=40|color={{Raw Tile|A|#880|#880}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=ruby|value=40|color={{Raw Tile|C|#800|#800}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=sapphire|value=40|color={{Raw Tile|N|#008|#008}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name=black diamond|value=60|color={{Raw Tile|K|#888|#888}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=blue diamond|value=60|color={{Raw Tile|N|#008|#008}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=clear diamond|value=60|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=green diamond|value=60|color={{Raw Tile|B|#080|#080}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=red diamond|value=60|color={{Raw Tile|C|#800|#800}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=star ruby|value=60|color={{Raw Tile|F|#F00|#F00}}|fwhere=Ruby|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=star sapphire|value=60|color={{Raw Tile|D|#00F|#00F}}|fwhere=Sapphire|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=yellow diamond|value=60|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in [[kimberlite]] (which itself only appears in [[gabbro]] layers) and sapphires and rubies only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼|#080|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼|#088|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼|#FFF|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the [[glassmaking]] [[labor]] designated, and, just like working [[metal]], it also requires [[fuel]] (either [[coke]] or [[charcoal]]) at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].  Like all gems, raw glass has no [[quality]] modifiers.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  See [[glass]] and [[glass industry]] for more information.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, it is not possible to cut raw clear glass at a Jeweler's workshop without issuing a work order via your [[manager]]. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=63515</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=63515"/>
		<updated>2010-02-22T14:03:30Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen.  The main distinctions between vermin and [[creature]]s are that vermin i) do not attack and cannot be engaged in [[combat]] or trigger [[trap]]s, ii) do not provide [[meat]], [[fat]], [[bone]]s, [[skull]]s or [[skin]], and iii) do not [[breeding|breed]], but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]].&lt;br /&gt;
&lt;br /&gt;
Most vermin can be tamed and then adopted by dwarves, if the [[dwarf]] has a preference for a particular type, which is rare. [[Purring maggots]] can be milked for [[dwarven milk]]. A few have extracts. Occasionally dwarves will eat them as food, even if you have plenty of available &amp;quot;real&amp;quot; food.&lt;br /&gt;
&lt;br /&gt;
== Catching and Taming vermin, Pets ==&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] or [[butcher's shop]] tells a [[trapper]] to seek out and catch a vermin [[animal]] inside one of these traps (mostly from your food stockpiles). The animal will then be brought to an animal [[stockpile]]. Alternatively, animal traps can be built and baited, which is a better way to catch outside vermin.&lt;br /&gt;
&lt;br /&gt;
Caught vermin can then be [[tame]]d by anyone with the [[animal training]] labor active at a kennel. Some vermin (those with the tag [PET_EXOTIC]) require the presence of the [[dungeon master]] to be tameable.&lt;br /&gt;
&lt;br /&gt;
Tame vermin can be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. Tame vermin will only be claimed by dwarves who [[preference|admire]] those vermin.&lt;br /&gt;
&lt;br /&gt;
A dwarf will carry an adopted [[pet]] vermin with him as part of the inventory.&lt;br /&gt;
&lt;br /&gt;
[[Elves]] will also bring vermin in seemingly empty [[cage]]s for [[trade]]. Viewing the cage will make the vermin visible. These vermin are already tame.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
Vermin are primarily notable for their ability to annoy or accost [[dwarves]], whether by being a general nuisance (e.g. flies, all dwarves) or by triggering disgust (&amp;quot;detests&amp;quot;, only specific dwarves). Most dwarves will have [[thought]]s related to such a terrible type of vermin they detest, and will suffer a significant mood penalty any time they spot that vermin. This also applies if the vermin is seen in a [[cage]], thus hateable (see list) vermin make a poor choice for placement in a [[zoo]].&lt;br /&gt;
&lt;br /&gt;
To verify:&lt;br /&gt;
&lt;br /&gt;
*Will a pet vermin carried around by its owner accost other dwarves?&lt;br /&gt;
*Will a vermin in an animal trap accost dwarves?&lt;br /&gt;
*Will a tame/pet vermin in an animal trap still accost dwarves?&lt;br /&gt;
*Will a vermin just being eaten by a dwarf accost other dwarves in a dining hall?&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any [[food]] in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe. Having [[cat]]s will keep vermin to a minimum, thus keeping your food safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vermin as Food ==&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by any dwarf who happens to be nearby.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the [[fire snake]], can be used to make [[extracts]]. At present, most extracts have no use in the game other than trade goods.&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.28.181.40d}}  This reduces or eliminates the possibility of [[dwarves]] receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building [[animal traps]] and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable [[fish]] are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]). The values given in the table below are for tamed vermin; untamed vermin have only half the value, rounded down.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;hateable&amp;quot; vermin (tag: [VERMIN_HATEABLE]) can accost dwarves that have the specific &amp;quot;[[preference]]&amp;quot; against (&amp;quot;'''detest'''&amp;quot;) them, giving them unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tile&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Biome&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hateable&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Toad]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Turtle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|☼|{{color|2|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large roach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]], sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Beetle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|4|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Found in soil, only seen in Adventurer mode?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Ant]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Forms colonies in [[soil]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Monarch butterfly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier. Corpse can inexplicably [[Boatmurdered|block doors open]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Firefly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dragonfly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|3|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Lizard]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|2|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]] (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|All&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Worm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|~|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]], [[Taiga]], [[Tropical]], [[Forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in [[soil]], only seen in [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blue jay]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|1|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cardinal]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grackle]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[grassland]]s and [[savanna]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Oriole]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[broadleaf]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Red-winged blackbird]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[marsh]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave swallow]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[broadleaf]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Hedgehog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Chipmunk]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Gray squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Red squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fox squirrel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]] [[temperate]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Demon rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|4|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fluffy wambler]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Two-legged rhino lizard]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Eats food (&amp;quot;gnawed&amp;quot;), exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Knuckle worm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Phantom spider]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]] [[forest]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Makes webs, bites to inject paralyzing venom, [[extract]]s are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Acorn fly]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, found in swarms, flier&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blood gnat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|4|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Evil]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rots food, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Moghopper]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Savage]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spawns in pools, amphibious, [[fish]]able, [[summer]] only, [[extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fairy]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pixie]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|·|{{color|3|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|n/a&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Good]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave spider]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|0}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[subterranean]] [[water]] and [[chasm]]s&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], makes webs, bites to inject stunning venom, [[extract]]s are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fire snake]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|6|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Magma]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]], [[extract]] is [[Fire snake|liquid fire]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Olm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]] [[water]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| no&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Purring maggot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|{|{{color|7|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]] [[chasm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic pet (if tamed), otherwise [[milk]]able for dwarven milk [[extract]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{Tile|∙|{{color|0|1}}|#000}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Subterranean]], [[chasm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Yes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Exotic pet, Flier, sometimes nests in large groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=63514</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=63514"/>
		<updated>2010-02-22T14:03:28Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;Urist McScrewpumper cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ([[bookkeeper]])====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
*Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&amp;lt;s&amp;gt;Can cause problems with elves&amp;lt;/s&amp;gt;&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.  (OTOH, if done with more than a few dwarves at a time, a small squad of axe-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.)&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ([[social skills]])====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too! &lt;br /&gt;
&lt;br /&gt;
Take advantage of this by setting up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills, which in turn will produce quick attribute boosts.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*levels quickly: initial tests show 14-15 attribute gains per dwarf by the end of 7 months&lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills.  The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*The gym also trains large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Army corps of engineers=&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanics]], and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.   Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labor]], so they will all carry [[axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war[[dog]]s to these outdoor-engineers is another good plan.  (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be &amp;quot;[[on break]]&amp;quot; at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;[[Engineer]]&amp;quot;, because that is an existing (and different) profession. Some suggestions for custom ranks are &amp;quot;Reserves,&amp;quot; &amp;quot;Multi&amp;quot;, &amp;quot;Corps Engineer&amp;quot;, &amp;quot;CE&amp;quot;, or some other profession or abbreviation that makes sense to you.&lt;br /&gt;
&lt;br /&gt;
===Training masons===&lt;br /&gt;
Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[noise]]).  A good place to start is anywhere you want to clear of (useless) stone, or any [[economic stone]] you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it.&lt;br /&gt;
&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:&lt;br /&gt;
:*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot; (or your choice). This lets different trainees swap workshops.&lt;br /&gt;
:*Or, enable each of the engineer corps' members individually.  Tedious, but only needs to be done once, and very effective.  This allows you more control over individual engineers over an extended period.&lt;br /&gt;
:* Or both.&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone [[block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
====(Why are we building blocks, again?)====&lt;br /&gt;
A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&lt;br /&gt;
:* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&lt;br /&gt;
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&lt;br /&gt;
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.&lt;br /&gt;
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&lt;br /&gt;
&lt;br /&gt;
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)''&lt;br /&gt;
&lt;br /&gt;
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)&lt;br /&gt;
&lt;br /&gt;
=== Apprentice Mechanics ===&lt;br /&gt;
Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
===Architect(s)===&lt;br /&gt;
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.&lt;br /&gt;
&lt;br /&gt;
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now &amp;quot;need masonry&amp;quot;), ''un''-designate them ({{k|q}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.  &lt;br /&gt;
&lt;br /&gt;
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
===Non-professionals===&lt;br /&gt;
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].&lt;br /&gt;
&lt;br /&gt;
===Role in your military===&lt;br /&gt;
&lt;br /&gt;
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[wrestler]], both of which can be handy for combatants.&lt;br /&gt;
&lt;br /&gt;
You can also, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military_design&amp;diff=63513</id>
		<title>40d:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military_design&amp;diff=63513"/>
		<updated>2010-02-22T14:03:26Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the training, organization and deployment of your military, the soldiers that will use your defenses for the greater glory blah blah blah, yadda yadda yadda.  &lt;br /&gt;
&lt;br /&gt;
See the [[Defense guide|Defense Guide]] for a general overview of threats and considerations for fortress defense.&lt;br /&gt;
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For specific suggestions on the physical defenses that will defend your military, see [[Defense design|Defense Design]].&lt;br /&gt;
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Many defenses rely on complex traps as a central part, that are, essentially, the defense themselves.  For complex traps that are '''not''' a minor/optional part of a larger defensive plan, (but might be adapted or plugged into one) see [[Trap design|Trap Design]].  &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy.  Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarfs, or escort a caravan through unknown or deadly threats.  Only military can take the fight to the enemy (doomsday devices excepted.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Training [[soldier]]s up is actually fairly quick currently{{version|0.28.181.40d}} - less than a season for [[wrestling]], and again for a weapon skill.  [[Shield user]] and [[armor user]] take longer, so getting on it asap, at least with some of your first [[migrant]]s (if not with your starting seven) is recommended if you want to go the military route.&lt;br /&gt;
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One of the important parts of a military is to have dwarfs with high [[attributes]], and that requires training them up.  See [[cross-training]] for suggestions on various attribute training plans.&lt;br /&gt;
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===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaptation]] in your military. You can use an [[archery target]] this way, too.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Archers are deadly, but vulnerable to melee - crossbows as clubs just aren't the best, but you can't have [[Defense_design#Simple_5x5_Archer's_Tower|archer towers]] every 15 tiles across the map - sometimes you want to take it to the enemy.  Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
===Small squads/individual soldiers===&lt;br /&gt;
Manipulating large numbers of soldiers is easiest when grouped in a few squads, no doubt. But if the leader of that squad decides to go for a drink, on break, to eat or sleep, the entire squad follows.  What's more, if placed behind a wall, some members of a large squad might decide their best location is on the ''other side'' of that wall.  Keeping squads small, in 2's or 3's, or even as individual soldiers, requires more management but returns much higher tactical results.&lt;br /&gt;
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If trained to (near-)Legendary in [[shield user]], [[wrestling]] and a weapon of choice, and armored up with adamantine, one lone [[Champion#Heroes_and_Champions|champion]] can take out several squads of goblins without a scratch.  But combat always has a random element - DF happens.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous creatures (such as megabeasts), turning off &amp;quot;Chase wild animals&amp;quot; is preferable until all units are in position.  Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
Likewise, often champions will rush out on their own to do battle with an overwhelming force of siegers.  Keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit.  (Having a good lockable front gate will also avoid this.)&lt;br /&gt;
&lt;br /&gt;
==Militia &amp;amp; Armed civilians==&lt;br /&gt;
Besides professional, full time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix.&lt;br /&gt;
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* See also '''[[Cross-training]]''' for suggestions on training attributes &amp;amp; civilian/military mixes.&lt;br /&gt;
&lt;br /&gt;
====Training: self-sorting migrants====&lt;br /&gt;
When you get a new wave of 10 or 30 migrants, especially early on, what jobs do you give them? If they have obvious [[Like|likes or dislikes]], you can go with those - if they like &amp;quot;steel&amp;quot;, they'll be a [[weaponsmith]] or [[armorsmith]], if they like aluminum or platinum, maybe a [[metal crafter]], and so on.  But for those who have no such special talents, you may want a bunch to become military, both weaponsdwarfs and marksdwarfs, and some to become haulers - who's who? &lt;br /&gt;
&lt;br /&gt;
The answer is - let ''them'' decide, by what [[attribute]]s they gain. Haulers need some Strength if they're hauling stone (and [[furnace operator]]s are not hurt by it either). Toughness is not immediately useful to anyone out of combat, but is critical to survive military training and surviving and healing from combat injuries.  Agility helps anyone, giving more actions/time spent, which includes a faster movement across distances.  So put any migrants who are not obviously ear-marked into a quick training program - have them [[mining|mine]] soil for a season, or work on [[pump]]s, or assign them as your [[bookkeeper]] or [[stone detailing|smoothing stone]], whatever works for you.  After a few attribute gains (you'll see 5 before they hit Legendary, 6 not long after - up to you when they're &amp;quot;ready&amp;quot;*), see where they are - send your Toughest into sparring for weaponry, your most Agile into hauling, your Strong/Agile into crossbow training, and so on. (Note - metal crossbows plus bolts weigh much more than a hand-weapon, as much as half the armor itself!) Agile makes anyone &amp;quot;faster&amp;quot;, both walking and many tasks, so that is up to you to place where you want it most. &lt;br /&gt;
&lt;br /&gt;
:''(* A Very Strong dwarf can carry most any single stone, though it takes a Mighty dwarf to carry platinum or gold ore without slowing down.  A full suit of plate layered over chain armor weighs a staggering amount, but [[Armor user]] can negate part or even (at Legendary) all of that.  A metal crossbow, metal bolts and backup quiver can be lugged by any unarmored dwarf, but don't allow much margin for additional armor. See [[Speed#Encumbrance|Speed/Encumbrance]] &amp;amp; [[Equipment and encumbrance]].)''&lt;br /&gt;
&lt;br /&gt;
Remember that the three attributes are chosen at random, and a dwarf will gain more with military or any additional training (&amp;quot;Hauling&amp;quot; doesn't give any experience).  Also, [[soldier]]s that have any full rank in a civilian skill don't get bad thoughts when de-Activated,  are more useful when there is no threat.  Similarly, civilians who have a full rank in a combat skill get no bad thoughts when suddenly Activated when the need arises.  This can be used to create civilian &amp;quot;reservists&amp;quot; who can be called upon when needed, military with a civilian application, or in a quick-and-dirty program, civilians who can better defend themselves when necessary - wood cutters with some [[Axedwarf]], or miners with extra [[Wrestling]] for when their picks get stuck in a [[goblin]] - even a few ranks can make a big difference in an [[ambush]].  There is a reason Sparta had so many citizen-soldiers.&lt;br /&gt;
&lt;br /&gt;
====Gobbo season open!====&lt;br /&gt;
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows (or your lower-quality rejects) and bone/wood bolts on hand, and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What [[skill|dabbling]] marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not nearly as effective or useful as properly-emplaced marksdwarves with high skill and proper equipment, but a good emergency measure, especially if you keep your [[craftsdwarf|craftsdwarves]] busy churning out cheap ammo from spare bones from the [[kitchen]]s and cheap crossbows from fishbones from the [[dining hall]].&lt;br /&gt;
&lt;br /&gt;
====Non-hunting hunters====&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the [[Hunting]] skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them.  Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armored.  Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. Do note that hunters will sleep on the ground when they are tired instead of walking to a bed, which will result in unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
====Woodcutters ftw====&lt;br /&gt;
Any dwarf with the Woodcutting labor designated will carry an axe, even when they are not cutting wood. If one (or more) of your starting seven have one rank or more of [[axedwarf]], no unhappy [[thought]]s will be generated if they are drafted into active service.  This dwarf might serve to fill several or all above-ground activities, such as Plant Gathering, Architecture and Masonry for bridges and defensive walls, above ground farming, and any hauling, as well as wood cutting. Later, a squad of dedicated woodcutters, possibly with some training in axedwarf, masonry and other skills, can respond en masse to orders to cut trees, providing mutual support and finishing off a large section of trees and getting back to safety that much faster.  Actually training them in axedwarf is optional, but certainly helps.&lt;br /&gt;
&lt;br /&gt;
Note that so long as you have no tree {{k|d}}esignated for cutting (or have no [[path]] to those trees), the woodcutters will not respond.  However, if you do, as many woodcutters as trees will respond to those locations - it's recommended that if/when you do, you centralize the designations to allow them to more fully support each other.&lt;br /&gt;
&lt;br /&gt;
===Miners ftw===&lt;br /&gt;
The above tactic can also be used with Miners. When you activate a miner with a [[pick]] into the military with &amp;quot;unarmed&amp;quot; weapon designated, they fight with the pick they are holding and their skill is their [[mining]] - and it's not hard for a miner to gain legendary miner skill quite quickly.  Parallel problems arise when designating areas to be mined, but careful use of locked doors or hatches on mineshafts can prevent too many from responding to an area to be excavated.&lt;br /&gt;
&lt;br /&gt;
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once, the game does not allow it.&lt;br /&gt;
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==Siege operators==&lt;br /&gt;
There are 4 important things to remember about siege operators:&lt;br /&gt;
&lt;br /&gt;
# They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being &amp;quot;Activated&amp;quot; for the military - it's just another civilian job.&lt;br /&gt;
# Training siege operation is slooooow.  Start early.&lt;br /&gt;
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.&lt;br /&gt;
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations.  (See [[cross-training]] for suggestions.)&lt;br /&gt;
&lt;br /&gt;
==A guide for siege engine operations==&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
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* Download LabourDF from here:&lt;br /&gt;
::http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
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* Start off with two [[miner]]s and a [[woodcutter]] trained to proficient siege engineer status &lt;br /&gt;
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* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom [[stockpile]] within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
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* Make sure only one of your dwarfs is set to have siege engineering as an active labor. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new [[Mechanic]] or [[Siege engineer]] dwarfs arrive, make sure to disable siege engineering for them.&lt;br /&gt;
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* You'll need [[wood]], lots of wood. &lt;br /&gt;
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* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
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* Train six dwarves to legendary status with mining or another fast-training skill: their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
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* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows. Don't bother with metal arrowheads as they'll use 3 pieces of metal each, and that certainly adds up. &lt;br /&gt;
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* Now that his or her skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
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* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Dump any inferior components. &lt;br /&gt;
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* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;br /&gt;
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==An alternate training program==&lt;br /&gt;
&lt;br /&gt;
This works well if you have a secure above-ground enclosure, a statue garden or farm plots with a surrounding wall, or a privatized plateau, as it can avoid cave adaptation while training (and the engines could be placed where they also have a useful field of fire).  At a minimum, a wall with an interior area of 6x6 is barely adequate for two practice engines, stairs up and recovery trench, but a training facility could be built entirely underground.&lt;br /&gt;
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Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)&lt;br /&gt;
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After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and [[clutter]] a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballistae arrow per engine is enough for training.   No rush, don't have to be done until your operators are actually ready to practice.&lt;br /&gt;
&lt;br /&gt;
If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see [[noise]]), but close enough to reduce travel time.  Dig a channel (double-wide if for ballistae ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view&lt;br /&gt;
&lt;br /&gt;
    ss&amp;gt;  |       ss&amp;gt; = siege engine (fires to right)     |  = wall or drawbridge backstop&lt;br /&gt;
   X...__         X  = stairs/ramp                          ... = access tunnel to trench&lt;br /&gt;
                  __ = bottom of channel for ammo catching       &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once your first wave of immigrants shows up (first Winter or second Spring or so), pick a bunch to become &amp;quot;military&amp;quot; - don't decide who will become what, not quite yet.&lt;br /&gt;
&lt;br /&gt;
Put them to training on [[pump]]s, mining through soil and/or [[Bookkeeper|bookkeeping]] to improve [[attributes]]. &amp;quot;Tough&amp;quot; recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - &amp;quot;Very Strong&amp;quot; recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)'' &lt;br /&gt;
&lt;br /&gt;
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarfs, just something above peasant level.  If you want, use [[cross-training]] to allow them to become useful masons when the need arises, though this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)&lt;br /&gt;
&lt;br /&gt;
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.&lt;br /&gt;
&lt;br /&gt;
Add more trainees and training engines as your work-pool grows.  Final numbers depend on your needs, defensive plan and environment.&lt;br /&gt;
&lt;br /&gt;
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
[[Dog|War dogs]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs are slower than dwarves with high [[attribute|Agility]], and do not shadow the dwarf perfectly.  Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog.  (Dogs follow the one who trained them until they are assigned.)&lt;br /&gt;
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Also, once a dwarf reaches Hero status, they cannot be assigned dogs (due to that menu being unavailable), so assign any before this happens or not at all.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Army corps of engineers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!------&lt;br /&gt;
1) Build your fortress so that your entrance(s) have fortifications where you can position marksdwarves. Train marksdwarves as your primary defense first, unless you've got a large undead threat. 4-8 marksdwarves w/ ammo stockpiles nearby will eliminate most threats for the first few years.&lt;br /&gt;
&lt;br /&gt;
2) Build a few sets of pumps that don't connect to anything. Select your melee dwarves, but before you draft them, assign them to do nothing but pump operation until they achieve legendary pump operator status. This will give them much better stats when they eventually do become champions, and are far less likely to be injured during sparing if they have excellent stats and armor.&lt;br /&gt;
&lt;br /&gt;
2a) Craft some &amp;lt;nowiki&amp;gt;&amp;lt;no-quality&amp;gt;&amp;lt;/nowiki&amp;gt; silver weapons for your dwarves to practice with, so they [[Weapon#Damage calculation|aren't as dangerous]]. ''(See [[strange mood]]s for related advice on this.)''  Once they achieve champion status, switch them to Unarmed, then forbid every weapon except the one you want them to use, and swtich them back to their primary weapon type. Great armor + good stats + crappy weapons = relatively safe sparring.&lt;br /&gt;
&lt;br /&gt;
3) Try to get a legendary armorsmith and weaponsmith. Exceptional / Masterwork steel armor will keep your champions quite safe, and a masterwork steel weapons will devastate your foes.&lt;br /&gt;
&lt;br /&gt;
4) Important safety tip: If you send your dwarves outside to fight, build ramps out of every lake on the map. Nothing is more depressing that watching your invulnerable champion drown.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=63512</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=63512"/>
		<updated>2010-02-22T14:03:25Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To define a water source, place a zone next to a constructed or natural [[murky pool]], [[river]], or [[channel]] full of ''[[Water#Salt_Water|fresh]]'' water.  If the water is fresh, each ground tile within the zone adjacent to the water is considered a water source tile, and that number of water-tiles will be seen in the sub-menu - if you see none, that water is not fresh.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water. Water sources can also be placed over [[grate]]s and floor [[bars]], as well as directly on top of a [[brook]].&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To define a fishing zone, place a zone over ground tiles adjacent to an [[ocean]], [[murky pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing unless it is on top of a [[brook]] tile or above a [[grate]] or floor [[bars]].&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife. Note that a fishing zone is required for dwarves ordered to &amp;quot;[[Captured live fish|Catch live fish]]&amp;quot; from a [[Fishery]] - if no zones are present, they will simply stand around and do nothing.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have [[refuse hauling]] [[labor]] enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]]. &lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used for [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
Dumping can be used as an effective siege defense tactic in an entirely above-ground fortress, since ordering dwarves to stay inside will have no effect - when you get a siege, make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Note that Dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it. Webs need to be gathered by a job generated at a [[loom]] using the [[weaving]] labor.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit. Be wary that merchant guards will attack dangerous creatures that are on their way to be pitted, regardless of the creature not being able to attack back. So wait for merchants to leave before pitting anything.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until it reaches a 6/7 state.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
It may also be advisable to disable the hauling of furniture from the [[Orders]] menu while filling a pond, as otherwise the buckets used to fill the pond will be immediately tasked for storage in a stockpile, resulting in numerous task cancellations.&lt;br /&gt;
&lt;br /&gt;
It is possible to designate a pit/pond zone over a hole covered by a [[bridge]] or floor hatch; oddly, dwarves will still be able to drop monsters/water into the pit, despite the barrier present. This can be useful when pitting numerous dangerous creatures, as dwarves will otherwise cancel their tasks when they see the other hostile creatures already in the pit.&lt;br /&gt;
&lt;br /&gt;
There is a small bug / glitch where dwarves pitting a hostile creature will cancel their task and run away after releasing the hostile from their cage. The only way to avoid this is to not stockpile / build cages that contain the creature you want to pit. Therefore, after capturing a creature with the cage trap, leave the cage where it is if you want to pit the captured creature.&lt;br /&gt;
&lt;br /&gt;
To the above mentioned bug, there is also an alternative. You can build a cage and as it asks you to select a cage, press x to &amp;quot;expand&amp;quot; the list. This way it should show all the information of a cage - I.E. Kobold Cage (Pine). After placing the cage in your desired location, link a Lever to the cage and pull it to release the creature. This is a good idea for a large &amp;quot;prisoner&amp;quot; battle.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
&lt;br /&gt;
Sand collection zones must be placed either on top of or adjacent to a floor tile containing any type of sand - (normal) sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that sand collection zones can be placed on top of stockpiles or even [[farm plot]]s.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[meeting hall]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Area zone or other type of [[meeting hall]], migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A meeting area filled with [[On break|idle]] dwarves rubbing shoulders quickly increases the [[social skill]]s of idlers which may give them [[attribute]] boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if the old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall.  The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.  [[Statue garden]]s and [[zoo]]s are intrinsically meeting halls, as are rooms defined from a [[well]].  However, you can also create a [[Meeting hall|Meeting Hall]].&lt;br /&gt;
&lt;br /&gt;
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]]. Your starting [[wagon]] will serve as a meeting hall until you establish an official one or it is disassembled.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming [[friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=63511</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=63511"/>
		<updated>2010-02-22T14:03:23Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing Framerate]].''&lt;br /&gt;
&lt;br /&gt;
General Requirements:&lt;br /&gt;
&lt;br /&gt;
:* Operating System: Requires Windows NT 4.0, Windows 98, or newer ''(If on a non-Windows OS, see [[System requirements#Other Operating Systems]] for information on how to install Dwarf Fortress)''&lt;br /&gt;
&lt;br /&gt;
:* Disk Space: ~100MB. The game itself takes only about 20MB, but savegames and screenshots (if you take them) use considerable amounts of disk space. It is possible to use over a gigabyte of disk space with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
:* RAM: 256MB. The game uses 150+ MB memory while running (more if you select a local grid larger than 6x6). The more creatures, objects, and explored space on your map, the more memory you will need.  Most of this can be kept in virtual memory (page file), but be sure to have at least 500MB total (physical + virtual) memory available.  [[World generation]] requires 400MB at its peak.&lt;br /&gt;
&lt;br /&gt;
:* CPU: Dwarf Fortress is able to use as much CPU power as you can provide it with. While a Pentium II at 500Mhz is initially sufficient, your frame-rate will substantially decrease as your population increases, among other factors. Keep in mind that Dwarf Fortress will only run on one CPU at a time. There doesn't appear to be any indication that Dwarf Fortress will support multi-threading in the near future.&lt;br /&gt;
&lt;br /&gt;
The larger your map and the more units on it, the harder your computer will need to work. The speed of the simulation depends on the size of the map, the number of entities (dwarves, pets, etc.), the number of levels (mountainous maps have more depth levels), the number of objects and other factors. Modern computers should be able to run 3x3 maps with medium-sized fortresses at 80-100 FPS. Particularly fast processors may be able to handle much larger maps at the same speed.&lt;br /&gt;
&lt;br /&gt;
===Dual-core machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set DF to Core1 and everything else to Core0.  You will now have an entire core dedicated to running DF, which should give slightly better performance. Multi-threading support isn't currently implemented.&lt;br /&gt;
&lt;br /&gt;
==Other Operating Systems==&lt;br /&gt;
===Linux===&lt;br /&gt;
Although DF is a Windows game, it works perfectly in Linux using Wine, as long as you have video drivers with working OpenGL acceleration &amp;amp;ndash; for all NVIDIA and newer ATI cards, this means using the vendor's closed source driver. Without 2D acceleration the game runs slow as [[Dwarven syrup]].  Most distributions provide Wine, so consult your distribution-specific documentation for help.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000448 this thread] for tips about Ubuntu and other distributions.&lt;br /&gt;
&lt;br /&gt;
On 24 December, 2008 Toady released the first native Linux version of Dwarf Fortress.  It is compiled for 32-bit environments, however, and may not run under 64-bit environments without additional libraries, depending on the Linux distribution.&lt;br /&gt;
&lt;br /&gt;
====Ubuntu/Kubuntu====&lt;br /&gt;
Under an Ubuntu/Kubuntu installation one first of all needs the ia32-libs package installed.  This is a standard Ubuntu package that contains 32-bit versions of many common libraries.  Unfortunately, while it includes 32-bit versions of some SDL libaries, older versions of this package lack SDL_image, which Dwarf Fortress needs.&lt;br /&gt;
'''''In Jaunty Jackalope''' (Ubuntu 9.04) this shared library is included in the ia32-libs package and '''you can skip the other steps in this section.'''''&lt;br /&gt;
&lt;br /&gt;
If you get an error message complaining that libSDL_image-1.2.so.0 is missing, simply:&lt;br /&gt;
sudo apt-get install libsdl-image1.2&lt;br /&gt;
&lt;br /&gt;
Alternatively the 32-bit package can be downloaded directly from [http://packages.ubuntu.com/intrepid/i386/libsdl-image1.2/download Ubuntu's package repository].  Once the download is complete, open a console window and navigate to the directory containing the file.  Extract the contents by typing:&lt;br /&gt;
&lt;br /&gt;
dpkg-deb -x libsdl-image1.2_1.2.6-3_i386.deb ./libsdl-image&lt;br /&gt;
&lt;br /&gt;
Copy the files from libsdl-image/usr/lib into the df_linux/libs directory and the game should now work.&lt;br /&gt;
:If you have extremely low FPS make sure you have turned on your graphics card enabled in the ''Hardware Drivers''.&lt;br /&gt;
&lt;br /&gt;
====Ubuntu/Kubuntu - Using getlibs====&lt;br /&gt;
The other way to get the require SDL_image library is to use getlibs, which will get the correct 32bit library when run on 64bit Ubuntu and create all the required links.&lt;br /&gt;
&lt;br /&gt;
At a command prompt:&lt;br /&gt;
  sudo apt-get install ia32-libs getlibs&lt;br /&gt;
  sudo getlibs -l libSDL_image-1.2.so.0&lt;br /&gt;
&lt;br /&gt;
The game can now be run from the df_linux folder (or wherever you extracted it to) using the df bash script.&lt;br /&gt;
&lt;br /&gt;
==== Gentoo ====&lt;br /&gt;
&lt;br /&gt;
The required libraries can be pulled from portage before running DF.  &lt;br /&gt;
&lt;br /&gt;
For x86, you will need the basic GTK/OpenGL/SDL stuff, plus sdl-image, which means the following packages:&lt;br /&gt;
&lt;br /&gt;
* x11-libs/gtk+:2&lt;br /&gt;
* media-libs/libsdl&lt;br /&gt;
* media-libs/sdl-image&lt;br /&gt;
* virtual/opengl&lt;br /&gt;
* virtual/glu&lt;br /&gt;
&lt;br /&gt;
For amd64, you will need the 32-bit emulation libraries instead.  Note that sdl-image is already included in the sdl emulation package, so you need:&lt;br /&gt;
&lt;br /&gt;
* app-emulation/emul-linux-x86-sdl&lt;br /&gt;
* &amp;gt;=app-emulation/emul-linux-x86-baselibs-20081109 (earlier versions may not provide a 32-bit libgio-2.0.so)&lt;br /&gt;
* app-emulation/emul-linux-x86-xlibs&lt;br /&gt;
* app-emulation/emul-linux-x86-gtklibs&lt;br /&gt;
&lt;br /&gt;
==== Arch ====&lt;br /&gt;
&lt;br /&gt;
The required libs can be pulled from pacman before running.&lt;br /&gt;
&lt;br /&gt;
If using Gnome, or KDE with some Gnome applications, the following will most likely be installed already:&lt;br /&gt;
&lt;br /&gt;
* gtk2&lt;br /&gt;
* libgl&lt;br /&gt;
* sdl&lt;br /&gt;
* sdl_image&lt;br /&gt;
&lt;br /&gt;
In addition, libtiff (&amp;lt;= 4, to be exact) is also required. Libtiff 4 is not available on Arch. Linking or copying /usr/lib/libtiff.so.3.8.2 to /usr/lib/libtiff.so.4 is sufficient.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress files can be installed with an AUR frontend, or from the AUR itself if so inclined. The current files are at [http://aur.archlinux.org/packages.php?ID=22795 this page.]&lt;br /&gt;
&lt;br /&gt;
At a command prompt:&lt;br /&gt;
  wget http://aur.archlinux.org/packages/dwarffortress/dwarffortress.tar.gz&lt;br /&gt;
  tar xvzf dwarffortress.tar.gz&lt;br /&gt;
  cd dwarffortress&lt;br /&gt;
  makepkg -s&lt;br /&gt;
  su&lt;br /&gt;
  pacman -U dwarffortress-v0.28.181.40d11-5-i686.pkg.tar.gz&lt;br /&gt;
&lt;br /&gt;
===OS X===&lt;br /&gt;
A port of Dwarf Fortress to Mac OS X has been completed, and runs on both Intel and PPC based macs. According to the  [http://www.bay12games.com/dwarves/ Website]&lt;br /&gt;
it requires system 10.3 or later, 100MB of hard drive space, and a minimum of 512MB of ram.&lt;br /&gt;
&lt;br /&gt;
==Optimizing Dwarf Fortress==&lt;br /&gt;
You can greatly increase game speed on all systems; details at [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
==Example results:  What you can expect with various machines==&lt;br /&gt;
&lt;br /&gt;
=== Intel Processors ===&lt;br /&gt;
'''Core 2 Duo T7700 @ 2.4 ghz, Windows XP, DF .d16&lt;br /&gt;
*  6x6 site&lt;br /&gt;
* 116 Dwarves&lt;br /&gt;
* magma pipe, brook, relatively flat&lt;br /&gt;
* temp ON, caveins ON, economy ON, weather ON&lt;br /&gt;
* 60-100 fps&lt;br /&gt;
 &lt;br /&gt;
'''Celeron M 353 @ 630 mhz, Windows XP(custom optimized), DF v0.27.176.38c:'''&lt;br /&gt;
* smallest map possible with the smallest site (2x2, assuming no modding),&lt;br /&gt;
* 7 dwarves,&lt;br /&gt;
* 12 revealed creatures,&lt;br /&gt;
* flatland only 1z above ground, 15z underground, volcano, some lakes, no underground water, speed boosting edits in init.txt,&lt;br /&gt;
* 10FPS on fullscreen mode and 20 on window mode,&lt;br /&gt;
* play it on a desktop or a better EEE PC. :-(&lt;br /&gt;
&lt;br /&gt;
'''Celeron M @ 900 MHz, Ubuntu-eee 8.04, DF .40d11'''&lt;br /&gt;
* 4x4 site,&lt;br /&gt;
* 150 dwarves,&lt;br /&gt;
* some beginners mistakes in logistics,&lt;br /&gt;
* ~5 FPS (Dwarven Syrup)&lt;br /&gt;
&lt;br /&gt;
''' Atom @ 1.6 GHz, Windows XP, DF 40d11'''&lt;br /&gt;
* 6x6 site&lt;br /&gt;
* 70 ('''non-laboring''') dwarves&lt;br /&gt;
* 76 misc (revealed) creatures&lt;br /&gt;
* brook, magma pipe, bottomless pit, chasm, HFS, underground river&lt;br /&gt;
* HFS &amp;amp; UR are unbreached&lt;br /&gt;
* ~70 fps&lt;br /&gt;
&lt;br /&gt;
'''Centrino @ 1.6 GHz, Windows XP, DF 40d'''&lt;br /&gt;
* 4x4 site&lt;br /&gt;
* 7 laboring dwarves&lt;br /&gt;
* 100+ misc creatures (a river with more carp than water)&lt;br /&gt;
* river, magma pipe&lt;br /&gt;
* 60-90 fps (help?)&lt;br /&gt;
&lt;br /&gt;
'''Pentium 4 @ 2.2 GHz, (unknown OS), DF 0.27.169.33g:'''&lt;br /&gt;
* 3x3 site,&lt;br /&gt;
* ~80 dwarves&lt;br /&gt;
* relatively hilly (ten z-levels of elevation change), without magma but with unfrozen brook, no caves, lakes, or monsters; virtually all possible speed-boosting edits in init.txt applied,&lt;br /&gt;
* 30-45 FPS (varies) and occasional interface jerkiness is becoming noticeable&lt;br /&gt;
&lt;br /&gt;
'''Core Duo 4400 @ 2 ghz, Windows Vista, DF .38c'''&lt;br /&gt;
* 3x3 site,&lt;br /&gt;
* 120 dwarves&lt;br /&gt;
* &amp;lt;10 roaming animals&lt;br /&gt;
* pretty cliffy, volcano, part of river and pretty big artificial pool,&lt;br /&gt;
* ~50 fps (~30 when merchants arrive or many hauling jobs start)&lt;br /&gt;
&lt;br /&gt;
'''Core 2 Duo E6600 @ 2.4 ghz, Windows XP SP2, DF 0.28.181.40d16'''&lt;br /&gt;
* 6x6 site&lt;br /&gt;
* 95 (laboring) dwarves&lt;br /&gt;
* cave-ins, temp., weather disabled, no elevation changes at ground-level, no special sites&lt;br /&gt;
* 5-40 fps (play capped @ 30 fps, dips frequent, avg @ ~20 fps)&lt;br /&gt;
&lt;br /&gt;
'''Intel Core 2 Duo T5800 @ 2 Ghz, Windows 7 RC, (unknown DF version #)'''&lt;br /&gt;
* medium-sized site (assumed ~4x4)&lt;br /&gt;
* 151 dwarves&lt;br /&gt;
* 170 animals&lt;br /&gt;
* around 400 creatures (dwarves + animals + merchants + wildlife)&lt;br /&gt;
* brook, magma pipe, HFS, chasm&lt;br /&gt;
* 22 z-levels&lt;br /&gt;
* 15-25 FPS, (avg @ 20-21 fps)&lt;br /&gt;
&lt;br /&gt;
'''Pentium D 940 @ 3.17 ghz, Windows XP SP2, DF 0.28.181.40d16'''&lt;br /&gt;
* 6x6 site&lt;br /&gt;
* 95 (laboring) dwarves&lt;br /&gt;
* cave-ins, temp., weather disabled, no elevation changes at ground-level, no special sites&lt;br /&gt;
* 30-65 fps (play capped @ 50 fps, dips occasionally, avg @ ~40 fps)&lt;br /&gt;
&lt;br /&gt;
=== AMD Processors ===&lt;br /&gt;
&lt;br /&gt;
'''Athlon XP 2500(Barton) @ 1.8 actual, Windows XP, DF .40d16&lt;br /&gt;
* 6x6 site&lt;br /&gt;
* 116 Dwarves&lt;br /&gt;
* magma pipe, brook, relatively flat&lt;br /&gt;
* temp ON, caveins ON, economy ON, weather ON&lt;br /&gt;
* 10-25 fps&lt;br /&gt;
&lt;br /&gt;
'''Athlon XP 2200 @ 1.8 ghz, Windows XP, DF .38c'''&lt;br /&gt;
* 6x6 site,&lt;br /&gt;
* A/V software &amp;amp; Dwarf Foreman running in background,&lt;br /&gt;
* slightly upwards slanted hill, human town,&lt;br /&gt;
* 35-40 FPS with 17 humans, 38-48 FPS with 7 (Drops to 30-35 with alot of hauling or when viewing 1 z level up)&lt;br /&gt;
&lt;br /&gt;
'''Phenom 9600 @ 2.4 ghz, Windows XP SP2, DF 0.28.181.40d16'''&lt;br /&gt;
* 6x6 site&lt;br /&gt;
* 95 (laboring) dwarves&lt;br /&gt;
* cave-ins, temp., weather disabled, no elevation changes at ground-level, no special sites&lt;br /&gt;
* 10-50 fps (play capped @ 40 fps, dips frequent, avg @ ~25 fps)&lt;br /&gt;
&lt;br /&gt;
'''Athlon64X2 5600 @ 2.8GHz, Ubuntu 9.04, DF .40d11'''&lt;br /&gt;
* 6x6 site&lt;br /&gt;
* 32 dwarves&lt;br /&gt;
* lava, wildfires, and flowing water.&lt;br /&gt;
* ~100 FPS&lt;br /&gt;
&lt;br /&gt;
'''Phenom II 955 @ 3.5 ghz, Windows XP SP2, DF 0.28.181.40d16'''&lt;br /&gt;
* 6x6 site&lt;br /&gt;
* 95 (laboring) dwarves&lt;br /&gt;
* cave-ins, temp., weather disabled, no elevation changes at ground-level, no special sites&lt;br /&gt;
* 45-90 fps (play capped @ 60, rarely dips below max, avg @ ~55 fps)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Maximizing framerate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=63510</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=63510"/>
		<updated>2010-02-22T14:03:21Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For traps used to catch [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (ranks in this [[skill]] reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by (most) any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.  (Kobold [[thief|thieves]] have the ability to avoid traps, though it seems to have a small amount of randomness built in.)&lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, [[Mechanic]]s (and others) have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McGoblinBait]] from deciding to reload a stone trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.  Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. &lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor or the [[mechanics]] labor. &lt;br /&gt;
&lt;br /&gt;
If there are weapons that require ammunition ([[crossbow]]s, [[bow]]s, etc) in the trap, each such weapon requires appropriate ammo ([[arrow]]s for bows, [[dart]]s for [[blowgun]]s, etc), and will have to be reloaded occasionally. Weapon traps using ''only'' ranged weapons will not require cleaning, but once all the ammo runs out, that weapon is done until reloaded.  If a ranged weapon runs out of ammo, other trap weapons will still trigger.  If non-ranged weapons are included in the same trap and jam, the entire trap jams until cleared.  Ranged weapons in traps only target the creature triggering the trap, just as any other weapon - if the creature steps onto that trap, the trap targets that creature, once per triggering, until all ammo is gone. ''(This means &amp;quot;Range = 0&amp;quot;.)'' &lt;br /&gt;
&lt;br /&gt;
Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms.  Weapon traps are more accurate the better their mechanism.  Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon.  If you manage to get an artifact [[mechanism]], stuff it with as many weapons as possible!&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.  Cage traps will alert you to ambushes when triggered by hidden invaders, making a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the creature captured in the cage will have no effect on the cage itself (a caged [[fire imp]] will not burn down a wooden cage, for example).&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals for use in the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes), since relationships they have with other  dwarves are maintained. However, unlike other caged creatures, dwarves will starve to death over time inside a cage.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. One trap can be loaded with up to 10 spikes or spears.  The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs.  Using a single, no-[[quality]] spike made from [[Damage#Material_damage_modifiers|low-damage material]] can be useful in attempting to cripple [[noble]]s when killing them outright is not desired, but much luck is in involved in the outcome.&lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves, [[pet]]s and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury -- not that you shouldn't do that anyway. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.&lt;br /&gt;
&lt;br /&gt;
Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, [[pressure plate]]s, [[lever]]s, [[repeater]]s, [[grate]]s, [[support]]s, [[water]], and/or [[magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a [[siege]], you're not trying hard enough.&lt;br /&gt;
&lt;br /&gt;
See [[Trap design]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=63509</id>
		<title>40d:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=63509"/>
		<updated>2010-02-22T14:03:21Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #848&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = [[Architecture]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
}}&lt;br /&gt;
The '''building designer''' [[skill]] is used in the construction of certain [[building]]s.  Its corresponding [[labor]] is '''architecture'''.  Building designer has no influence on the speed with which such buildings are constructed; its only effect is to influence the [[quality]] of designed buildings, which has only modest benefits.&lt;br /&gt;
&lt;br /&gt;
== Using architecture ==&lt;br /&gt;
&lt;br /&gt;
The building types that require architecture are:&lt;br /&gt;
&lt;br /&gt;
* [[Archery target]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* All [[furnace]]s&lt;br /&gt;
* Paved [[road]]s&lt;br /&gt;
* [[Screw pump]]s&lt;br /&gt;
* [[Shop]]s&lt;br /&gt;
* [[Support]]s&lt;br /&gt;
* [[Trade depot]]s&lt;br /&gt;
* [[Waterwheel]]s&lt;br /&gt;
* [[Well]]s&lt;br /&gt;
* [[Windmill]]s&lt;br /&gt;
&lt;br /&gt;
When building structures that require architecture, it is the architect who carries the building materials to the site and clears it of debris.  The architect's time can be minimised by placing appropriate [[stockpiles]] near the selected location and by designating debris for [[dump]]ing in advance. The building is then built in two stages: the first performed by the architect, and the second by a [[mason]] (if the building built from [[stone]], stone [[block]]s, or [[glass]] blocks), a [[carpenter]] (if it is built from [[log]]s or wood blocks), or a [[metalsmith]] (if it is built from metal [[bar]]s or blocks).&lt;br /&gt;
&lt;br /&gt;
== Speed of construction ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill does not increase the speed with which buildings are designed, nor does agility: a no-skill building designer and a legendary designer will both design buildings at an identical rate.  The rate of construction is likewise unaffected by the level of the secondary skill (masonry, etc.), but is dictated solely by [[agility]]. This makes the building designer skill of very limited value, having only an effect on the designed building's [[quality]].&lt;br /&gt;
&lt;br /&gt;
Buildings which require a variable amount of materials (namely, [[bridge]]s and [[road]]s) will be built at a rate proportional to the amount of material used.  Buildings which require a set number of materials to construct (such as a [[trade depot]] or a [[support]]) will all be built at the same rate, once the needed materials are all assembled.  &lt;br /&gt;
&lt;br /&gt;
Bridges and roads will take longer to build than those that require a set number of materials, even when comparing, say, a one-tile road (one stone) to a three stone [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
== Experience granted ==&lt;br /&gt;
Building a &amp;quot;designed&amp;quot; building grants 30 points of [[experience]] in building designer to the architect and a varying number of points in masonry/carpentry/blacksmithing to whomever finishes the structure (this may be the architect as well, if he or she has the appropriate labor enabled).  Any of the [[metalsmith]] labors will be used if the building is made of metal, though only [[blacksmithing]] experience will be granted.&lt;br /&gt;
&lt;br /&gt;
The architectural experience will be awarded at the end of the &amp;quot;designing&amp;quot; stage, but the masonry (or other) experience will be awarded gradually as the dwarf constructs the building. The amount of experience granted depends on the amount of time spent constructing - for example, constructing a 10x10 tile road will grant more experience than a screw pump.&lt;br /&gt;
&lt;br /&gt;
== Training methods ==&lt;br /&gt;
&lt;br /&gt;
A relatively easy way to train a dwarf's building designer skill is to place many [[support]]s in a recently mined hall. The architect can use nearby stone to design the supports and gain experience, then those designations can be deleted with {{k|q}} + {{k|x}}.  Note that if the architect also has the [[masonry]] labor enabled they may actually build the support before designing the next.  (If other dwarves have masonry enabled, they might come in behind the designer and do likewise.) If unbuilt, the stone can be immediately reused after cancelling the construction of the supports.&lt;br /&gt;
&lt;br /&gt;
== Building quality ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill influences the [[quality]] of &amp;quot;designed&amp;quot; buildings (those listed above).  The quality of the building is determined by the skill of the architect ''and'' the skill of the builder (mason/etc.). The game assigns two values that can be viewed with the [[building list]]. It is not known if and how these are added up to one value.&lt;br /&gt;
&lt;br /&gt;
Buildings that do not involve an architect do not have any quality (aside from &amp;quot;built&amp;quot; [[furniture]] -- tables, statues, doors, etc.).&lt;br /&gt;
&lt;br /&gt;
Building quality has only two effects in-game: high-quality buildings can occasionally trigger a happy [[thought]] in dwarves who notice them, and higher-quality buildings will boost your fort's overall architectural wealth (as displayed in the &amp;quot;created wealth&amp;quot; section of the [[status]] screen).  The first effect is usually easy to achieve by using high-quality furniture, however, and the second effect is minimal unless you make your buildings out of high-value materials (such as [[platinum]] or [[artifact]] components).&lt;br /&gt;
&lt;br /&gt;
Destroying a masterwork structure (whether via [[cave-in]] or [[building destroyer]]) will give an unhappy [[thought]] to its designer and/or builder (depending on whether the design or construction are masterful), though dismantling it will not.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=63508</id>
		<title>40d:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=63508"/>
		<updated>2010-02-22T14:03:19Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hauling''' is the process of bringing an object to its designated place.  There are several specific types of hauling, based on the type of item(s) to be hauled and determined by designating the specific [[labor]]s on indivual dwarves.  &lt;br /&gt;
&lt;br /&gt;
Although not a term found in-game, '''hauler''' generally refers to a dwarf in [[fortress mode]] who has no labors enabled other than '''hauling'''. Once the [[dwarven economy]] starts, haulers are usually the poorest in the fortress as the hauling task only pays 1☼ per task completed. In large fortresses where there may be great distances for haulers to travel, individual hauling tasks may take a long time to complete, and so very little money is earned. Haulers are good candidates for [[cross-training]] to help improve their strength and agility [[attributes]], which are important attributes for moving heavy objects across a fortress quickly.&lt;br /&gt;
&lt;br /&gt;
Many larger fortresses use dedicated dwarves to do much of the hauling so that other, more specialized dwarves will spend more time in their [[workshop]]s and less time dragging raw materials or finished products to the appropriate '''[[stockpile]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Automatic hauling ==&lt;br /&gt;
Some hauling tasks do not require any hauling [[labor]]:&lt;br /&gt;
* A dwarf working at a workshop will gather the raw materials needed to produce wanted goods. However, produced goods require the appropriate hauling [[labor]] to be moved out of the workshop in order to avoid [[clutter]].  Dwarves producing goods at a workshop tend to keep producing them and will not necessarily clear their own workshops of clutter even when they have the appropriate hauling labor enabled.&lt;br /&gt;
* All dwarves, including [[noble]]s and [[children]] (but not [[soldier]]s) will bring goods to the [[depot]].&lt;br /&gt;
* A [[mood|moody]] dwarf will gather the raw materials needed for a mysterious construction.&lt;br /&gt;
* A dwarf {{k|b}}uilding something will move the needed materials to the construction site.&lt;br /&gt;
** Before a dwarf will build something, he will need to have the appropriate labor as specified by the task. If the dwarf is building a chair or similar, the dwarf needs Furniture Hauling; if the dwarf is building a wooden wall, it's Carpentry, and so forth. Workshops are usually constructed by any dwarf that can work in that workshop.&lt;br /&gt;
* An [[herbalist]] will haul any successfully-gathered plant to a stockpile immediately, if there is space available in one.&lt;br /&gt;
* Dwarves in the midst of eating will carry their meal to a table. Military dwarves, however, will eat directly off of the floor.&lt;br /&gt;
* Dwarves who have just finished drinking booze will return their barrel to the nearest food stockpile.&lt;br /&gt;
* Removing constructed objects will be done by all dwarves.&lt;br /&gt;
* Filling pits and ponds will be done by all dwarves.&lt;br /&gt;
* If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
Dwarves with the stone hauling [[labor]] enabled will haul [[stone]]s, [[ore]]s, [[gem]]s and stone [[block]]s to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Note: Dwarves, being the kind fellows they are, practically insist on hauling one of the farthest stones into your stockpiles. They tend to ignore eligible, nearby stones 'for the greater good of the fortress'. This selfless act often results in terribly long journeys, carrying just one stone. See the section on [[Stone management]] for tips on combatting this problem.&lt;br /&gt;
&lt;br /&gt;
== Wood hauling ==&lt;br /&gt;
Dwarves with the wood hauling [[labor]] enabled will haul wood [[log]]s to the corresponding [[stockpile]]s. &amp;lt;s&amp;gt;Deforestation&amp;lt;/s&amp;gt;Wood production can be sped up a lot by turning off wood hauling on your most skilled [[woodcutter]] who will focus exclusively on cutting down trees. This will however expose more of your dwarves as many wood haulers will go outside to retrieve the logs.&lt;br /&gt;
&lt;br /&gt;
== Item hauling ==&lt;br /&gt;
Dwarves with the item hauling [[labor]] will haul miscellaneous items like blocks and collect [[sand]] for a [[glass furnace]]. Finished goods (such as crafted goods) are also considered Items.&lt;br /&gt;
&lt;br /&gt;
== Food hauling ==&lt;br /&gt;
Dwarves with the food hauling [[labor]] will haul food and drinks to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Refuse hauling ==&lt;br /&gt;
Dwarves with the refuse hauling [[labor]] will haul rotting food, and non-dwarf bodyparts to refuse [[stockpile]]s. They will also [[dump]] marked items to the appropriate [[activity zone]]. Refuse hauling are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders'').&lt;br /&gt;
&lt;br /&gt;
== Burial ==&lt;br /&gt;
Dwarves with the Burial [[labor]] will haul dwarf and pet [[corpse]]s and bodyparts to [[Graveyard]] [[stockpile]]s or [[coffin]]s.&lt;br /&gt;
&lt;br /&gt;
== Furniture hauling ==&lt;br /&gt;
Dwarves with the furniture hauling [[labor]] will haul [[furniture]] to the appropriate [[stockpile]]s. They will also '''{{k|b}}uild''' simple furniture items ([[bed]]s, [[chair]]s, [[table]]s, etc.).&lt;br /&gt;
&lt;br /&gt;
== Animal hauling ==&lt;br /&gt;
Dwarves with the animal hauling [[labor]] will haul [[animal trap]]s and occupied [[cage]]s to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Tips and issues ==&lt;br /&gt;
In order to minimize hauling trips, stockpiles should be placed with care.&lt;br /&gt;
* Input and ouput stockpiles should be placed near corresponding [[workshop]]s.&lt;br /&gt;
* Spoils of war: dwarves may haul entire bins full of items, or items individually. However, they are not smart enough to bin items in order to carry them, so this may end in numerous needless trips from deceased enemies to your fortress, each dwarf carrying one item at a time. To counter this:&lt;br /&gt;
** Place a small [[bin]] stockpile and a general purpose stockpile near the battlefield.&lt;br /&gt;
** When every spoil has been binned, remove the stockpiles, mark the filled bins for dumping, deactivate your usual garbage zone and create a new one in your fortress.&lt;br /&gt;
** When everything has been moved, reclaim your dumped items and restore your garbage zones as usual.&lt;br /&gt;
* Construction preparation: when constructing something big away from your fort (e.g. a road), the dwarf assigned to the construction (or [[building designer|architecture]]) will have to carry each item from your fort to the construction location, which can take a long time. By putting stockpiles near your construction project, many dwarves may participate in the hauling, thus dramatically increasing construction speed.  Note that materials are allocated at the time of building, so be sure the stockpile is filled before placing the construction order, otherwise the materials will still have to come from afar.&lt;br /&gt;
*Consider specializing your haulers if possible - food haulers that orbit around the kitchen/dining room/farm area, stone haulers that orbit around the mines and furnaces, and (if possible/needed) wood haulers that do likewise with the carpenter shop.  Turn off refuse hauling if that dwarf isn't going to be near areas likely to have refuse.  This keeps the mine hauler from deciding to walk aaaallll the way over to the kitchens for one load, and then out to the forest for one, and then back to the smelters, and so on.&lt;br /&gt;
*Furthermore, you can handpick your specialized hauler, selecting them by their attributes. A wood hauler might be chosen because of his agility, since he might have to walk a lot of tiles to reach the forest, depending on the fortress and map layout. A stone hauler, on the other hand, might be chosen because of his strength so that he can pick up and carry heavy stones (such as [[gold]] and [[platinum]]) more quickly.&lt;br /&gt;
*The [[Grower]] profession can have a ''huge'' impact on hauling - see [[farming]] for a discussion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backlogs ===&lt;br /&gt;
To ensure that high-priority hauling tasks (like food, to clean up after get done quickly, you should employ a large number of haulers, and specialize them by having only one or two hauling [[labor]]s enabled.  This is most important for food hauling, where [[prepared meal]]s in the [[kitchen]] often rot while your dwarves are hauling individual seeds left behind after someone eats a plump helmet, or if your hunters bring a herd of animals in for your [[butcher]]s all at once.&lt;br /&gt;
&lt;br /&gt;
The backlog problem is exacerbated by the fact that the hauling [[job]] queue is tied to how many haulers of each type you have; if 100 dwarves have food hauling enabled, up to 100 food hauling tasks can be in the queue, even if those dwarves are busy hauling stone, doing workshop tasks, sleeping, or doing anything else.{{verify}}  This is why hauling specialization is so important.&lt;br /&gt;
&lt;br /&gt;
=== Two stockpiles are better than one ===&lt;br /&gt;
&lt;br /&gt;
For stockpiles that use [[bin]]s or [[barrel]]s, it is usually better to cut one large stockpile into a handful of smaller ones.  This is because dwarves will only load one bin or barrel at a time, and may go idle for long periods while they wait for the next-chosen bin or barrel to actually get hauled to the stockpile before they can load it.  By using several smaller stockpiles, haulers can retrieve and fill multiple bins or barrels simultaneously.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=63507</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=63507"/>
		<updated>2010-02-22T14:03:18Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Engraving''' [[smoothing|smooth]] [[wall]]s and [[floor]]s will increase the [[value of a room]]. This is done by [[dwarves]] with [[Stone Detailing]] labor enabled and uses the [[engraver]] skill.&lt;br /&gt;
&lt;br /&gt;
Engravings may cause happy [[thought]]s, and are a good way to keep a record of the fort's [[Legends|history]]. You can view them with loo{{k|k}} + {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Engraving an area ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a [[dwarf]] to engrave the [[stone]] on the walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: You must smooth an area before you can engrave on it. Designating an area for smoothing is just the same as engraving, but you must press {{K|s}} to Smooth Stone from the designate menu.'''&lt;br /&gt;
&lt;br /&gt;
== Art value ==&lt;br /&gt;
Engraved surfaces raise the [[value]] of [[room]]s, depending on the [[quality]] of the engraving. Engravings only affect the value of the room on the side they were made on, though smoothing affects both sides.&amp;lt;sup&amp;gt;[http://www.bay12games.com/forum/index.php?topic=26201.msg307267#msg307267]&amp;lt;/sup&amp;gt; The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress [[Wealth]]&amp;quot; table. &lt;br /&gt;
&lt;br /&gt;
==Value &amp;amp; content==&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
Quality affects what is inscribed on an engraving. Normal-quality engravings will never have the history of your [[fortress]] on them, and are usually about random things in the [[world]]. Engravings made with a quality of well-crafted and up will often contain pieces of historical information about your fortress' past. Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a graven image of it. &lt;br /&gt;
&lt;br /&gt;
An engraving of a subject that a dwarf dislikes will reduce the the effective value of that room for that dwarf.&amp;lt;sup&amp;gt;[http://www.bay12games.com/forum/index.php?topic=27361.0]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Adventurer]]s are able to view these by revisiting your old fortress (use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at), and will see a much more detailed description of the engraved happening. The art and the story behind the engraving will show up in the [[legends]] mode. Alternatively, you can edit [[init.txt]] and enable the '''SHOW_ALL_HISTORY_IN_DWARF_MODE''' setting to make the same history information visible in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Toggle engravings ==&lt;br /&gt;
Engraved walls and floors are represented by default with pictures on a gray background, sometimes making it difficult to differentiate between them. It is possible to display engraved surfaces as smooth ones with the &amp;quot;toggle engraving&amp;quot; option, with the difference between smoothed and engraved surfaces being shown by the engraved surface having a gray background, as opposed to the smoothed surface's black.&lt;br /&gt;
&lt;br /&gt;
To change the display of individual engravings in-game, select &amp;quot;Toggle Engraving&amp;quot;  in the designation menu ({{K|d}}-{{K|v}}) and select the area you wish to display differently (this has no effect on gameplay).&lt;br /&gt;
 &lt;br /&gt;
The display default is set in the [[init]] file line '''[ENGRAVINGS_START_OBSCURED:NO]'''. Replacing '''NO''' by '''YES''' will cause new engravings to show as smooth surfaces.&lt;br /&gt;
&lt;br /&gt;
== Art defacement ==&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced* will cause an unhappy [[thought]] in the [[engraver]]. (see the [[Quality]] article for details).&lt;br /&gt;
:''&amp;lt;sup&amp;gt;(* [[Mining]], [[magma]], and [[tower cap]]s do the job nicely, though magma and tower caps will only destroy floor engravings.)&amp;lt;/sup&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Oddly, even if [[Justice]] is in effect, the dwarf that defaced the artwork will not be held accountable for his crimes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*If you engrave while under siege, it is quite possible for the battles to be depicted before the entire siege is over. This will mainly show single events that have happened during the siege already, such as deaths of certain creatures.&lt;br /&gt;
*You can remove an engraving by building a wall over it. This will also remove the smoothed floor.&lt;br /&gt;
&lt;br /&gt;
== How Dwarves Engrave==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
*It is a well-known fact that dwarves use their coarse, thick beards in order to smooth rough areas of stone. More skilled dwarves can engrave images onto stone, which has led some scientists to believe that a dwarf's beard is a separate, sentient lifeform in symbiosis with the dwarves. The dwarves provide the beards with nourishment in their spilled alcohol and food, along with the prodigous amounts of sweat working dwarves produce. The beards provide warmth, storage for goods and a pouch of sorts for baby dwarves.&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fishing&amp;diff=63506</id>
		<title>40d:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fishing&amp;diff=63506"/>
		<updated>2010-02-22T14:03:18Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fishing''' is the [[labor]] used to catch [[fish]]. It is a good source of food (and some raw materials) in the early game, though somewhat dangerous since fisherdwarves usually have to go outside and may encounter [[carp|fell beasts]]. Its usefulness diminishes somewhat as your fortress grows, superseded by [[farming]].&lt;br /&gt;
&lt;br /&gt;
== Making a Dwarf a Fisherdwarf ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a fisher via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Fishing&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}} - it may be located on the second page of jobs.&lt;br /&gt;
Unlike [[mining]], fishing is done without any tools.&lt;br /&gt;
&lt;br /&gt;
Any dwarf with the [[Fisherdwarf]] labor enabled will fish, either in a [[cave river]], an outside river, the [[swamp]]s (i.e., outdoor lakes, murky pools) or artificial lakes connected to the river. Fisherdwarves can catch various kinds of [[fish]], as well as other aquatic creatures like turtles. Turtles can be very useful to a starting fortress, since eating them uncooked leaves behind bone and shell which your [[craftsdwarf|craftsdwarves]] can use to make trade goods, armour, and ammunition. Skilled [[fisherdwarf|fisherdwarves]] can produce a really immense amount of turtles.&lt;br /&gt;
&lt;br /&gt;
=== How Dwarves Fish ===&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Fishing requires no equipment, as Fisherdwarves have developed a highly superior fishing method. When tasked, the dwarf will go out to a body of water he has picked and wade in knee deep. The dwarf then simply lowers his prestigious beard into the water and waits. Inevitably a fish will arrive, attracted by the remains of the dwarf's last meal still lodged in his beard. When the fish makes the fatal error of attempting to acquire this morsel, it is hopelessly entangled.(In some kobold societies they fish exclusively with nets made from dwarf beard hair.) The only flaw in this method is that devilish [[carp]] have learned to drag dwarves into rivers by their beard. In some instances, when the carp rips out a significant portion of the Fisherdwarf's beard, he will simply allow himself to drown. Most dwarves see this as more honorable than returning home in horrible beardless shame.&lt;br /&gt;
&lt;br /&gt;
== Designating an Area to be Fished ==&lt;br /&gt;
# Press {{K|i}} to bring up the [[Zones]] menu.&lt;br /&gt;
# Create an area on the bank of whatever source you want fishers to fish from by pressing {{K|enter}} and moving your yellow X with the arrow keys until it is of the size and area you want it to be. You will know if this area is good by &amp;quot;Fishing&amp;quot; and &amp;quot;Water Source&amp;quot; turning white and having a number next to its name. &amp;quot;Meeting Area&amp;quot; should also have these qualities to ensure that you are over land as well.&lt;br /&gt;
# Press {{K|enter}}.&lt;br /&gt;
# Press {{K|f}} to designate the area as a fishing zone. You can also press {{K|w}} to tell people to drink from this place.&lt;br /&gt;
&lt;br /&gt;
== Overfishing ==&lt;br /&gt;
Overfishing can exhaust the fish population of a pond or river, both temporarily and permanently. If a dwarf can not find some fish in a specific area, you will get the message &amp;quot;there is nothing to catch in the [directions] swamps&amp;quot; and the area will no longer be used for fishing. When the season changes, all areas will become available for fishing once again, though eventually they will remain permanently empty and simply give the above message on the first fishing attempt of every season.&lt;br /&gt;
&lt;br /&gt;
== Cooking ==&lt;br /&gt;
Fish cannot be eaten as soon as it is caught; it must be cleaned in a [[fishery]] first. (An exception to this rule is the raw mussel, which can be cooked at a kitchen instead of cleaned at a fishery). &lt;br /&gt;
&lt;br /&gt;
'''Note''': The game considers fishing a ''very'' high-priority labor, meaning that your fisherdwarf will spend most of their time fishing, usually at the expense of more urgent tasks that need doing. This means if you make your fisherdwarf a [[fish cleaner]] as well, the job will never get done and the raw fish will be left in your food [[stockpile]] (or on the ground where it was caught, if you do not have one) and will simply rot.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
=== Running-Water Fishing ===&lt;br /&gt;
Even if the area around your brook or river looks [[Region|serene]], there is a possibility of [[carp]] or [[Longnose_gar|longnose gar]] attacks. If you see either of these fish in one part of your river, they can go anywhere. Even if you do not see them immediately, this does not eliminate the possibility of them appearing later. Carp are '''very dangerous''' and it is recommended that you read the [[carp|carp's article]] for information on how to deal with them.&lt;br /&gt;
&lt;br /&gt;
=== Swamp Fishing ===&lt;br /&gt;
Swamp fishing can draw your dwarves far away from the safety of the fortress. If your map has a lot of dangerous wildlife, you may want to consider assigning guard dogs to your fisherdwarf, or post a military squad near the designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
[[Category:tasks]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=63505</id>
		<title>40d:Grower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=63505"/>
		<updated>2010-02-22T14:03:16Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Grower&lt;br /&gt;
| speciality = Planter&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = Farming (fields)&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Plant Seeds&lt;br /&gt;
* Harvest&lt;br /&gt;
* Fertilize&lt;br /&gt;
* Construct farm plot&lt;br /&gt;
}}&lt;br /&gt;
'''Grower''' is the [[skill]] for use with the [[farming|Farming (Fields)]] [[labor]], which allows a dwarf to plant [[seed]]s and [[farm plot]]s, both above ground and underground. A high level of growing skill allows a dwarf to plant seeds at a faster rate and also results in larger stacks of [[plants]] at harvest, increasing [[food]] output significantly.  A single [[Skill#Skill_ranks|proficient]] grower can easily outproduce several dabbling ones.  Grower should be strongly considered to be included in the skills of your starting dwarves to help produce food early on to keep your dwarves fed and to attract migrants.  &lt;br /&gt;
&lt;br /&gt;
A dwarf who has Grower as their highest skill will usually have the profession of '''Planter''', unless they have other [[farmer]] category skills at levels approaching their grower skill - then they'll have the profession of Farmer.  (The exact formula for this is not known.)&lt;br /&gt;
&lt;br /&gt;
A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since [[brewer]]s, [[cook]]s, and [[thresher]]s perform tasks with a single [[stack]] at a time.  This has the effect of a huge multiplier on several labors, and also of making storage more efficient.  For example, to get 25 booze, brewing five stacks of [[plump helmet]] [1] requires five visits to farm plots to store those 5 1-stacks in stockpiles, five trips to haul them to the [[still]], five trips to haul five barrels, five brewing tasks, and will make five separate &amp;quot;stacks&amp;quot; of [[dwarven wine]] [5] requiring five separate [[barrel]]s stored on five separate tiles - and ''then'' 5 tasks to replant seeds in the farm plots, and 5 times the size of the plots needed!  And that doesn't include all the tasks involved in making and storing those extra barrels or storing the seeds for planting.  On the other hand, a single stack of plump helmet [5] can be brewed all at once into the same amount of dwarven wine [25], using a single barrel, hauled away in one task, and stored on a single tile.  High-skilled growers can potentially save over 30* trips/tasks per single plant product, making your fort significantly more efficient.  The impact this has on your overall labor force and fortress cannot be over-emphasized.&lt;br /&gt;
&lt;br /&gt;
:''(* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze, 4 hauling seeds, 4 to replant = 28 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)''&lt;br /&gt;
&lt;br /&gt;
If you leave the &amp;quot;All Dwarves Harvest&amp;quot; option on ''(in the {{k|o}}rders menu)'', all dwarves, even [[noble]]s and [[children]], will harvest when needed and gain experience in Grower. (The only exceptions are soldiers and babies.) The size of the stack harvested is not affected by skill level.  However, your dedicated growers (who ''are'' doing the planting!) will gain skill in growing more slowly because other dwarves are performing this task, sharing the [[experience]], and then doing nothing with the increased skill.&lt;br /&gt;
&lt;br /&gt;
If you turn on &amp;quot;Only Farmers Harvest&amp;quot;, a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and [[dining hall]] are all located close to each other - as they should be.  Depending on the size of your farm industry, a dedicated grower who starts at ''Proficient'' can easily achieve ''Accomplished'' (5 ranks higher) by the end of the first year, and that one dedicated farmer can easily harvest all the food necessary for a fortress approaching 100 dwarves - ~if~ the stacks are large, and they ''will'' be if you have one dedicated grower.&lt;br /&gt;
&lt;br /&gt;
Note: If your setting is &amp;quot;Only Farmers Harvest&amp;quot; and your lone Grower dies, is injured or otherwise occupied, your other dwarves '''will not''' harvest the plants, and they will rot in the fields, leaving no seeds.  If you see crops piling up in the plots, check your Grower(s), and possibly turn the option back on until you have resolved the problem.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=63504</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=63504"/>
		<updated>2010-02-22T14:03:16Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|d}}esignate -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; [[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Smooth Stone and {{K|d}} -&amp;gt; Engrave Stone&lt;br /&gt;
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; [[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|i}} -&amp;gt; Fishing is performed from the bank immediately above and next to a water source. Defining an [[activity zone]] is optional.&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Dwarves will do this automatically without your input after the labor is enabled. [[Hunt]]ing can be a dangerous task, see the relevant article for details.&lt;br /&gt;
&lt;br /&gt;
[[Bush|Shrubs]] -&amp;gt; [[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:Use {{K|d}} -&amp;gt;{{K|p}} to designate an area in which to gather.&lt;br /&gt;
&lt;br /&gt;
== Secondary Products ==&lt;br /&gt;
:Only raw materials needed as input. Note that [[furnace]]s have a separate submenu from [[workshop]]s. Kennels and farm plots lack a submenu altogether.&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
:Note that [[muck root]]s do not have seeds.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], and [[Blocks]]; [[Quern]]s and [[Millstone]]s.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal|Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; [[Siege engine]] parts and ammunition&lt;br /&gt;
&lt;br /&gt;
== Other Products ==&lt;br /&gt;
===Animal Products===&lt;br /&gt;
Some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animal]] -&amp;gt; [[Animal Trap]]/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Not all animals can be tamed. A [[Dungeon master]] is required to tame more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
:Only dogs can be trained without [[modding]].&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|u}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:[[Soap]] is a valuable [[trade|trade good]]. It is not used used to manufacture anything, but can be used for [[construction]].&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Leatherworks]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Backpack]]s, [[Clothing]], [[Decoration]], [[Quiver]]s, [[Waterskin]]s&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
=== Metal  ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals often have unique properties and not all are suitable for all purposes, see the article for a given product for details.&lt;br /&gt;
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and three bars for armour and furniture.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ? + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ?  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:To stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then [[steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:Making alloys directly from ore whenever possible will save fuel.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith]]ing -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]] -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[green glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Sand]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Clear glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Rock crystal]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Crystal glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]], [[Crops]], [[Meat]], [[Alcohol]], [[Fish]], [[Milk]], [[Cheese]], and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: All byproducts ([[seeds]], [[bones]], [[shells]], etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Restraint]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labor will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient.&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[peasant]], while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Products ===&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified and stored as bars.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=63503</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=63503"/>
		<updated>2010-02-22T14:03:14Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]].  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. [[Tower-cap]]s are trees (giant mushrooms, actually) that grow only underground, and are the only ones that do, and then only under special circumstances. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|#080}}, {{tile|♠|#080}}, {{tile|¶|#080}}, {{tile|╞|#080}} or {{tile|⌠|#080}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|#080}} ), appearing identical to coloured [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|#f00}}, {{tile|♠|#ff0}} ), and lose their leaves in [[winter]] ( {{tile|╞|#880}} ).  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently{{version|0.28.181.40d}} not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of [[map tile]] that form a solid barrier, like [[stone]] or [[ore]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s.  [[Caravan]]s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.  However, a dwarf dropped on top of a tree will remain on top of (1 z-level above) it unless there is a neighboring surface on the same z-level for him to step off onto.  Fired ammunition (arrows, bolts, &amp;amp;c.) will sometimes get 'stuck in a tree' in this fashion as well.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutting]] [[labor]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood|wood log]], which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way). Saplings can 'drown' in [[water]] and [[magma]], though.  [[Ballista]] arrows can destroy trees, but [[catapult]] stones will not.&lt;br /&gt;
&lt;br /&gt;
Under certain circumstances items can wind up &amp;quot;on top&amp;quot; of trees (1 z-level above the tree).  This occurs when an arrow reaches its maximum range above a tree and then falls onto it, an enemy (or part of one) flies onto the tree, or when any item is otherwise dropped directly above the tree.  As dwarves cannot walk on trees, the only way to recover these items is to cut down the tree.&lt;br /&gt;
&lt;br /&gt;
====Trees and ramps====&lt;br /&gt;
Digging a ramp underneath a tree will cause a [[cave-in]] - but the tree will be removed. The tree will not leave a log behind. This is not true of saplings.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down.  Saplings will appear but not grow into trees if there is a layer of stone under the top-layer of soil under them, or if the soil has been dug out from beneath that top layer.*&lt;br /&gt;
&lt;br /&gt;
:''(*Tower caps operate differently, and are not fully understood.  See that article for a more complete discussion on their growth requirements.)''&lt;br /&gt;
&lt;br /&gt;
A given [[area block]] has a limit of &amp;quot;things that can grow on it&amp;quot; - and trees and shrubs compete for this when that maximum is reached.*  Removing shrubs will allow more trees (and shrubs) to be able to grow.  A downside to removing these shrubberies is that most of the saplings in the area will be trampled in the process unless they are marked as low-traffic or restricted areas first, a slightly time-consuming process.&lt;br /&gt;
&lt;br /&gt;
:''(*Tower caps (and underground shrubs?), on levels below the first &amp;quot;above ground&amp;quot; level, do not seem to count toward this limit.)&lt;br /&gt;
&lt;br /&gt;
==Elven Diplomats==&lt;br /&gt;
[[Liaison#Elven|Elven diplomats]] eventually come to talk about the &amp;quot;tree situation&amp;quot; in your fort.  Sometimes the diplomat will arrive and merely complain but most often the diplomat will want to set a limit to the number of trees &amp;lt;s&amp;gt;butchered&amp;lt;/s&amp;gt; harvested to &amp;lt;s&amp;gt;feed&amp;lt;/s&amp;gt; fuel your &amp;lt;s&amp;gt;earth blighting death machines&amp;lt;/s&amp;gt; industry.  This quota is based on all the logs you have in your stocks, '''no matter what the source.'''  It doesn't matter if you have a [[Tower-cap]] farm or if you import all your wood; if you have any wood in your stocks, the &amp;lt;s&amp;gt;treehuggers&amp;lt;/s&amp;gt; elves will complain.&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near [[elf|elven]] settlements. It is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
{{Tree table row|name=Acacia |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt; |align=All  |decid=No |wt= 500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Alder |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=410 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Ash |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align= All |decid= |wt=620 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Birch |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=670  }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cacao tree |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Candlenut |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All  |decid=No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cedar |tile={{tile|↨|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt; |align=All |decid=No |wt=380 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Chestnut |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Feather tree |tile= {{tile|♣|#080}} |hab=Not Freezing (Dry) |align= &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; |decid=No |wt=100 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Glumprong |tile={{tile|┤|#080}} |hab= Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; |decid=No |wt=1200  }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Highwood |tile={{tile|¶|#080}} |hab=Not Freezing (Dry) |align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;  |decid= No|wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Larch |tile={{tile|↑|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;  |align=All |decid=Yes |wt= 590}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mango |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid= No |wt= 500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Kapok |tile= {{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;  |align=All |decid= No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mahogany |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=600 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Maple |tile= {{tile|♣|#080}}|hab=  &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=  All|decid= Yes |wt=755  }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Oak |tile={{tile|♠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=700 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Palm |tile={{tile|Γ|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Pine |tile={{tile|↑|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;  |align= No|decid= |wt=560 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Rubber tree |tile={{tile|Γ|#080}} |hab= &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All |decid= No |wt=500 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Saguaro|tile={{tile|╞|#080}} |hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All |decid=No |wt=500 }}&lt;br /&gt;
{{Tree table row|name=Mangrove|tile={{tile|♣|#080}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tower-cap]] |tile={{tile|♣|#080}} |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;*Subterranean ''SPECIAL*''&amp;lt;/span&amp;gt; |align=All |decid=No |wt=600 }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Willow |tile={{tile|⌠|#080}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt; |align=All  |decid= No|wt=420 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plant_gathering&amp;diff=63502</id>
		<title>40d:Plant gathering</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plant_gathering&amp;diff=63502"/>
		<updated>2010-02-22T14:03:12Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Plant gathering''' allows you to gather wild above-ground [[List of crops|plant]]s to add to your food stores.  The skill associated with plant gathering is [[Herbalism]].  Higher ranks in the skill will increase the harvest by decreasing the time required ''and'' increasing the average size of the stack found.&lt;br /&gt;
&lt;br /&gt;
Plant gathering can sometimes make all the difference between surviving and starving.  However, the plants you gather may require some processing, and in a few cases (such as [[hide root]]), cannot be made into any food item.&lt;br /&gt;
&lt;br /&gt;
To gather plants, at least one of your dwarves must have the &amp;quot;plant gathering&amp;quot; labor designated. Then designate one or more shrubs to be gathered by pressing {{k|d}} for 'designate', and then {{k|p}} for 'plants'. Move the cursor to one corner of the area you want to harvest, and hit  {{K|enter}}. Now move diagonally to the far corner of the area, and hit {{K|enter}} again. This will mark all harvestable shrubs in that area for picking. Alternately, you can left-click individual plants with your mouse.&lt;br /&gt;
&lt;br /&gt;
Your dwarf(s) will then start going out to pick those plants. Every shrub they try may result in a single wild outdoor plant, a stack of several plants, or no plants. The shrub will disappear, regardless of the result. Once the dwarf has any success, they will immediately store the plant in an appropriate food [[stockpile]], even if they do not have the &amp;quot;food hauling&amp;quot; labor enabled.&lt;br /&gt;
&lt;br /&gt;
Choosing an area dense with shrubs (shown by &amp;quot; symbols.) will reduce the travel time of an unsuccessful dwarf from plant to plant.  Different plants grow in different [[biome]]s, and knowing what biomes are represented on your map, and where, can significantly influence the type of plants you find.&lt;br /&gt;
&lt;br /&gt;
Since you cannot buy above-ground seeds pre-embark, Plant Gathering is also important for obtaining seeds if you plan to do outdoor farming, as the only alternative is to hope that [[caravan]]s bring some for [[trade]]. The plants gathered must first be brewed, milled or eaten to obtain seeds (if any).  Seeds are then planted in above ground [[farm plot]]s by a dwarf with the [[grower]] labor enabled, where they will grow reliably and be automatically harvested each season.&lt;br /&gt;
&lt;br /&gt;
Underground shrubs (which only grow once an [[underground river]] or pool has been discovered) can be gathered just as those above ground, though they will ''always'' be successfully harvested, yielding a random underground crop (except for [[plump helmet]]s).&lt;br /&gt;
&lt;br /&gt;
Some plants, such as [[bloated tuber]]s and [[muck root]]s, cannot be grown and must either be gathered from shrubs or purchased from caravans.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;plant gathering&amp;quot; labor is also required in order to extract [[Gnomeblight]] from [[kobold bulb]]s at a [[Still]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=63501</id>
		<title>40d:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=63501"/>
		<updated>2010-02-22T14:03:11Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train [[Hunting dog]]s&lt;br /&gt;
* Train [[War dog]]s&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
* [[Tame]] [[cage]]d wild [[creature]]s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a [[butcher's shop]].  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training dogs and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame.&lt;br /&gt;
&lt;br /&gt;
===Kennel Tasks===&lt;br /&gt;
====Train a Hunting Dog====&lt;br /&gt;
Requires: [[Cage|Uncaged]] [[Dog|stray dog]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
====Train a War Dog====&lt;br /&gt;
Requires: [[Cage|Uncaged]] [[Dog|stray dog]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
A war animal is a powerful fighter. [[War dog]]s make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
====Capture a Live Land Animal====&lt;br /&gt;
Requires: [[Animal Trap]] and a [[Trapper]].&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal [[stockpile]]. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
====Tame a Small Animal====&lt;br /&gt;
Requires: An [[Animal trainer]] and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets.&lt;br /&gt;
&lt;br /&gt;
====Tame a Large Animal====&lt;br /&gt;
Requires: [[Traps#Cage_Trap|Caged wild animal]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild [[creatures|animals]] not already domesticated, such as [[wolf|wolves]] and [[tiger]]s that have been caught in cage traps.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=63500</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=63500"/>
		<updated>2010-02-22T13:59:28Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
See:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
== 3D map format ==&lt;br /&gt;
It's important to remember that 1 [[z-level]] up or down is the same distance for dwarf to walk as 1 tile in any horizontal direction.  So, rather than moving from a workshop a couple tiles to the door, and then a few tiles down a short hall, and then a couple or more into the side entrance of a &amp;quot;nearby&amp;quot; storeroom (total of maybe 7+), it's closer to put a [[stair]] or [[ramp]] in that workshop, and for that same dwarf to move over 1, down or up 1, and directly into the what could be the middle of a storeroom on the next level.  While this is example uses tiny distances, the idea is the same for larger ones - 15 tiles on one level is the same &amp;quot;distance&amp;quot; as 14 z-levels up or down. And when that distance is repeated hundreds (or thousands?) of times over the life of a fortress, for workshops, for bedrooms, for dining and drinking and breaks, it adds up fast.  Optimally, a fortress should be more like a cube, rather than a pancake.&lt;br /&gt;
&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Interior design ==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
=== Modern ===&lt;br /&gt;
One means of fort design is the no-nonsense modern design.  Modern style architecture revolves around a no-nonsense approach to space usage, usually with long straight corridors and multi function rooms that contain multiple workshops or other points of interest.  A typical modern, 2-tile-wide hallway may appear as below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
       ║..║&lt;br /&gt;
 ══┼═══╬┼┼╬═══┼══&lt;br /&gt;
 ......┼..┼......&lt;br /&gt;
 ......┼..┼......&lt;br /&gt;
 ══┼═══╬┼┼╬═══┼══&lt;br /&gt;
       ║..║&lt;br /&gt;
&lt;br /&gt;
The [[doors]] in the hallway lead to large, multifunction rooms.  The paired doors at intersections present an excellent method of containment, as a prevention against [[flood]]ing and also able to be locked against intruders or to contain misbehaving dwarves.&lt;br /&gt;
&lt;br /&gt;
===Diagonal design===&lt;br /&gt;
In DF, one step [[orthogonal]]ly (East-West or North-South) is the same &amp;quot;distance&amp;quot; as one step diagonally.  Diagonal paths thus provide faster access across distances that are not perfectly in line with each other up/down or left/right.  Creating a setup with your main high-traffic areas on diagonals, 2 or 3 wide, is less simple to designate, but saves considerable time and effort for your labor force in the long run.  Workshops can be grouped so they are staggered, perhaps 4-6 in a cluster, so that the diagonal halls serve them and still no workshop is isolated.  Intersections tend to be larger than those of orthogonal passages, but can be designated with stockpiles of booze or other items to make good use of the space.  Diagonal passages that are 1-wide act as barriers to both [[miasma]] and de-pressurize water (in case of [[flood]]s), and can be included periodically throughout a design, especially in 3-wide halls where a single, central pillar will not bottleneck traffic significantly.  Adding doors at these points is an additional precaution against intruders and accidents.&lt;br /&gt;
&lt;br /&gt;
===Bedroom design===&lt;br /&gt;
See [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not just that you have workshops, but that they are placed ''efficiently''.  This can take some forethought and planning to avoid traffic jams and wasted time and effort, but it's usually worth it to have an efficient and smoothly running mature fortress. &lt;br /&gt;
&lt;br /&gt;
See [[workshop layout]].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
===Curtain Walls, Orchards and Farmland===&lt;br /&gt;
Just because your fortress is underground doesn't mean it has to start there! If you have the labor and the means, a wall outside of your fortress gate, enclosing an area, can be a great way to claim a little land for yourself. You don't even necessarily have to use your front gate either, as you can wall in an area completely, with no entrance, and then open a door through the mountain. Though time-consuming, this will allow you to better weather sieges, by a variety of means. The area can be used to plant above-ground crops, or allow trees to grow as an emergency reserve. Natural ponds can be walled into your fortress's overall design, and clever use of underground rivers to feed them can provide fish and turtles even in a siege. Dwarves can also safely work here to avoid cave adaptation. Furthermore, with a good supply of stone you can just mine straight down and build a curtain wall around the entrance, so if you're challenging yourself on a map without a mountain, this is a good long-term strategy for defense against siege.&lt;br /&gt;
&lt;br /&gt;
===C-Chute===&lt;br /&gt;
The C-Chute, or Casualty Chute, is a special internal construction for fortresses with large underground areas mostly disconnected with the surfaces, especially if a fortresses defenses are primarily internal. Basically, a deep pit within the fortress walls, down which goes any dead goblins, wildlife, kolbolds and so forth. They are allowed to decay, but the miasma is too far from the areas dwarfs use to affect your fortress. Once they have rotted away completely, you can enter the chute to retrieve their bones, without ever having to go outside! Also useful for fortresses often under siege, where moving bodies outside is not always possible. This is better than using a room to dispose of the bodies, as the dwarfs dumping the bodies will not have to deal with miasma from other corpses in the dump zone.&lt;br /&gt;
&lt;br /&gt;
=== Grave Importance ===&lt;br /&gt;
Dwarves have a long tradition of honoring their dead and while some forts may be too bitter to spare resources on proper [[Tomb|burial]], others can honor and pay respect to their dead.  In this design method, hallways do not always intersect, sometimes leading to dead ends where coffins can be placed as well as statues made in the likeness of the former living.  Likewise, workshops can also be placed in the center of a 5x5 grid, with the back and side walls used for [[statues]] and [[coffins]].  Once the current area is exhausted and the dwarves are satisfied that their work has been completed, the workshop can be disassembled and the dead left to rest in peace.&lt;br /&gt;
&lt;br /&gt;
===Plumbing &amp;amp; Filtering===&lt;br /&gt;
Consider this;  You have a very large fortress with all the amenities, including a well-staffed military, valuable trade goods and engravings and lavish halls.  Now imagine that same fort with a well-planned and effective plumbing system, delivering water to various spots throughout the fortress.  This could be used for anything from killing enemies, casting [[obsidian]], watering your fields, filling your moats and helping your Dwarves.  How do you create such a system, you ask?&lt;br /&gt;
&lt;br /&gt;
First, you're going to need a source of [[water]] to draw from.  Preferably a [[river]] of some sort, because lakes tend to dry up.  Design a large cistern/reservoir inside your fortress, this is where you're going to be storing your water supplies.  If you're drawing from a source of salt water, make sure the entire reservoir is built out of constructions, or this won't work.  You're going to need a few grates and a lot of floodgates for this.  Once you have your cistern dug out/constructed, dig a channel from the top level to your water source.  Make sure you install a floodgate and a grate in that channel;  The grate is there to filter out unwanted pests like Carp and prevent them from getting into your water supply.  Make sure to link the floodgate to a lever so you can control the flow of water;  While you're at it, you might want to design a separate 'plumbing control room' where all the relevant levers for this will be installed.  Make sure that before you fill this cistern up, that you install several seperate exits from the cistern that lead into channels which will funnel water to your other systems.&lt;br /&gt;
&lt;br /&gt;
When you're happy with it, you can go ahead and fill your cistern up.  Remember to make sure that all your floodgates are linked to levers;  You might want to tack notes onto each one so you don't forget which does which.  Now you have an easily controllable water source that you can use for all kinds of purposes, including fishing holes and irrigation systems, not to mention powering water wheels.  Incidentally, the abovementioned Grate will not prevent small [[fish]] like Salmon from entering your water system.  They won't cause any problems and you can fish them out at your leisure.&lt;br /&gt;
&lt;br /&gt;
Linking Screw-pumps to a windmill or your power-supply will change the water pressure so wells will not flood. Using this method a player can have open water-sources at any level of his/her fortress.&lt;br /&gt;
&lt;br /&gt;
This system can take a lot of time, effort and resources to pull off, but if it's done right, you'll have a very well designed, fluid (pardon the pun) system for delivering water to all corners of your fortress.  Be creative!&lt;br /&gt;
&lt;br /&gt;
NOTE: I said before that it won't work if your cistern isn't made entirely out of constructions if you are using salt water because of one reason.  Apparently, water that is pumped through a Screw Pump will be 'desalinated' and thus turned into fresh, potable water.  But if that fresh water touches ANY wall or floor that is not made out of constructions, the ENTIRE BODY of water becomes 'resalinated', and reverts to salt water.&lt;br /&gt;
&lt;br /&gt;
===Dams===&lt;br /&gt;
See [[dam]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Melt_item&amp;diff=63499</id>
		<title>40d:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Melt_item&amp;diff=63499"/>
		<updated>2010-02-22T13:59:26Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this.), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job at a [[Smelter]].  Melting down an object requires the [[Furnace Operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
For every unit of [[material size]] an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are &amp;quot;stored&amp;quot; at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or [[alloy]] melted.&lt;br /&gt;
&lt;br /&gt;
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.&lt;br /&gt;
&lt;br /&gt;
====Melting armor &amp;amp; weapons====&lt;br /&gt;
&lt;br /&gt;
Fortresses will often accumulate armor and/or weapons that they don't need, either from [[invader]]s, from [[caravan]]s ''(with or without [[trade|trading]] for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.&lt;br /&gt;
&lt;br /&gt;
Rather than let these gather dust, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Armor Item !! Pct Return !! Abs Return&lt;br /&gt;
|-&lt;br /&gt;
|  [[cap]] || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[helm]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 30% || .9*&lt;br /&gt;
|-&lt;br /&gt;
| [[gauntlets]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[leggings]] || 50% || .5&lt;br /&gt;
|-&lt;br /&gt;
| [[greaves]]  || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| low [[boot]]s  || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| high [[boot]]s  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[shield]]  || 40% || .4&lt;br /&gt;
|-&lt;br /&gt;
| [[buckler]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Note that these items take more than 1 bar to make initially.)''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Weapon!! Return&lt;br /&gt;
|-&lt;br /&gt;
| large dagger, whip  || .1&lt;br /&gt;
|-&lt;br /&gt;
|  blowgun, scourge || .2&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace, scimitar,&amp;lt;br /&amp;gt; short sword, spear, war hammer  || .3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, longsword,&amp;lt;br /&amp;gt; pick, pike || .4&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword || .5&lt;br /&gt;
|-&lt;br /&gt;
|  stack of # arrows, bolts || # /100, rounded up*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could &amp;quot;create&amp;quot; metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' &lt;br /&gt;
&lt;br /&gt;
Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].''&lt;br /&gt;
&lt;br /&gt;
====Training metalsmith skills====&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace Operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)&lt;br /&gt;
&lt;br /&gt;
:{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Item Melted !! % Returned !! Skill&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[enormous corkscrew]]s,&amp;lt;br /&amp;gt;[[giant axe blade]]s,&amp;lt;br /&amp;gt;[[menacing spike]]s || 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || [[weaponsmith]]ing&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[leggings]] || 50% || [[armorsmith]]ing&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[goblet]] || 60% &amp;lt;br /&amp;gt;(2/10 each)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[metal craft]]ing&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[chain]] || 50% || [[metal craft]]ing&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[bucket]] || 50% || [[blacksmith]]ing&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[furniture]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 33% &amp;lt;br /&amp;gt;(1 bar each)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || (''not recommended for training)''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Some [[other weapon]]s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.&lt;br /&gt;
:2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar.&lt;br /&gt;
:3) Includes [[cage]]s and [[anvil]]s, both of which are available from [[trader]]s.  Anvils will always be either [[iron]] or [[steel]], while cages can be of [[copper]], [[lead]], [[nickel]], [[tin]], or [[zinc]] only.&lt;br /&gt;
:4) Furniture takes 3 bars to create, and returns 1 bar for each item melted&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
For reasons unknown, attempting to melt a metal [[Chest]] will fail. When attempting to do so, it will be carried to a smelter and the &amp;quot;Melt a metal object&amp;quot; task will be completed (granting Furnace Operating experience, and consuming [[fuel]] if not magma-powered), but the chest will not actually be melted - it will remain in the smelter's inventory to be returned to a stockpile, and no metal bars will be produced.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_weapon&amp;diff=63498</id>
		<title>40d:Dwarven weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_weapon&amp;diff=63498"/>
		<updated>2010-02-22T13:59:25Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are only 7 [[weapon]]s that dwarves can manufacture in [[Fortress mode]].  Although they can wield others (gained from dead [[invader]]s or [[trade]]), these seven are considered the &amp;quot;'''basic dwarven weapons'''&amp;quot;, as opposed to [[other weapon]]s.  &lt;br /&gt;
&lt;br /&gt;
:''In [[Adventure mode]], this distinction is nearly meaningless, as adventurers (dwarven or otherwise) don't need to manufacture their own weapons, and are not nearly as limited in what they can wield as in Fortress mode. (See [[weapon]] for a full discussion of the mechanics behind all weapons.)''&lt;br /&gt;
&lt;br /&gt;
For melee combat, these are the...&lt;br /&gt;
&lt;br /&gt;
:* '''[[#Battle axe|battle axe]]'''&lt;br /&gt;
:* '''[[#Mace|mace]]'''&lt;br /&gt;
:* '''[[#Pick|pick]]'''&lt;br /&gt;
:* '''[[#Short sword|short sword]]'''&lt;br /&gt;
:* '''[[#Spear|spear]]'''&lt;br /&gt;
:* '''[[#War hammer|war hammer]]'''  &lt;br /&gt;
&lt;br /&gt;
...and also the '''[[crossbow]]''', which can be used for both ranged attacks and, if/when necessary, melee combat as well.  &lt;br /&gt;
&lt;br /&gt;
Each of these weapons is governed by its own skill - [[axeman]] (aka &amp;quot;axedwarf&amp;quot;) for axes, [[maceman]] skill for maces, etc. etc. - which also govern (most) [[other weapon]]s.  As with any weapon, both [[material]] and [[quality]] have an influence on their effectiveness in [[combat]].&lt;br /&gt;
&lt;br /&gt;
All weapons can be manufactured at a [[metalsmith's forge]] by a dwarf with the [[weaponsmith]] [[labor]] enabled, and using that [[skill]], with one [[bar]] of a [[weapons-grade]] metal.  (Shortswords can also be made from [[obsidian]] with a [[wood]]en handle - see below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 110 || [[Slash]] || Axe || none&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 120 || [[Bludgeon]] || Mace || none&lt;br /&gt;
|-&lt;br /&gt;
| Pick || 70 || [[Pierce]] || Mining || +2&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 100 || [[Slash]] || Sword || +1&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 100 || [[Pierce]] || Spear || +2&lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 120 || [[Bludgeon]] || Hammer || none&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (melee only)&amp;amp;dagger; || 70 || [[Bludgeon]] || Hammer || none&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow [[bolt]] || 100 || [[Pierce]] || Marksdwarf || none&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))''&lt;br /&gt;
&lt;br /&gt;
==Melee weapons==&lt;br /&gt;
===Battle axe===&lt;br /&gt;
A '''battle axe''' is both a [[weapon]] and a tool for [[wood cutting]].  Without at least one battle axe, your fortress will be unable to cut down any [[trees]] for [[wood]].  &lt;br /&gt;
&lt;br /&gt;
They do [[slashing]] damage, which tends to sever limbs (or heads) on criticals. All axes are equally good at cutting down trees, but stronger metals or those of higher [[item quality]] will do more [[damage]] in [[combat]].&lt;br /&gt;
&lt;br /&gt;
[[Wood cutter]]s who [[immigration|immigrate]] to your fort will often come with an axe of some type.  When [[starting build|starting a new fort]], however, you must decide whether or not to &amp;quot;buy&amp;quot; axes out of your starting points for your woodcutters (and early protection).  An alternative is to take the necessary raw materials and [[Make your own weapons|forge axes on site]]; this is ''much'' cheaper than buying the actual axe, if you are going to bring along the anvil anyway.  The only axes available on embark screen are steel ones, which are expensive at 300 starting-points each, and are only available as standard [[quality]] (the lowest).&lt;br /&gt;
&lt;br /&gt;
Any [[dwarf]] that performs wood cutting will pick up an axe (if one is available) and not put it down until they are no longer assigned the Wood Cutting [[labor]], whether or not any trees are [[designate]]d for cutting.  You can make use of this to arm many (or all) of your non-[[military]] dwarves with axes, although if you do designate one or more trees for wood-cutting ({{key|d}}esignate {{key|t}}rees), all those dwarves will soon rush out to cut them down, or at least one per tree designated.&lt;br /&gt;
&lt;br /&gt;
[[other weapon|Other, similar weapons]] are too large for dwarves to use in [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
=== Mace === &lt;br /&gt;
&lt;br /&gt;
Does the same [[damage]] as the war hammer, tied for the highest among these weapons. Uses the [[maceman]] skill.&lt;br /&gt;
&lt;br /&gt;
Other, similar weapons that dwarves can use but not manufacture, and that are governed by this same skill, include the [[Other_weapon#Morningstar|morningstar]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pick === &lt;br /&gt;
&lt;br /&gt;
A '''pick''' is a tool used by [[dwarves]] to [[mining|mine]] areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from [[copper]], [[bronze]], [[bismuth bronze]], [[iron]], [[steel]] or [[adamantine]].  The [[material]] used only affects the weight of the pick and the damage it deals when used in combat; mining speed and product are not affected by material nor quality of the pick.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s can use picks as [[weapon]]s using their mining skill.  Only a dwarf who is set to fight &amp;quot;unarmed&amp;quot; and who has the [[mining]] [[labor]] enabled will use one in combat (retrieving one if one is available).  Picks may appear (and are) weaker than proper weapons like spears or axes, but are still amply effective in the hands of a highly skilled miner.&lt;br /&gt;
&lt;br /&gt;
Picks can be obtained through [[trade]] with [[Dwarves]] or [[Humans]], can be created at a [[Metalsmith's Forge]] by a dwarf with the [[Weaponsmithing]] labor enabled, and are also available on the Fortress Mode embarkation screen.&lt;br /&gt;
&lt;br /&gt;
=== Short sword === &lt;br /&gt;
&lt;br /&gt;
The '''short sword''' does [[slashing]] damage, which tends to sever limbs (or heads) on criticals.&lt;br /&gt;
&lt;br /&gt;
Other, similar weapons that dwarves can use but not manufacture, and that are governed by this same skill, include the [[Other_weapon#Long_sword|long sword]] and [[Other_weapon#Scimitar|scimitar]].&lt;br /&gt;
&lt;br /&gt;
==== Stone short sword ====&lt;br /&gt;
:Stone short swords can be made from [[obsidian]] at a [[Craftsdwarf's workshop]], and make a great alternate weapon if you are short on [[Weapon#Material_damage_modifiers|weapons-grade metal]]s. &lt;br /&gt;
&lt;br /&gt;
:These deal the same damage as [[steel]], so they are extremely useful for early military and [[trap]]s. However, they require one unit of [[wood]] and one unit of [[obsidian]] in their construction, which may not be available in abundance on many maps. They are produced with the [[Stonecrafter]] skill, not [[Weaponsmith]], and are produced in a Craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
:Unwanted low quality short swords can be assigned to weapon [[trap]]s, which can hold up to 10 of any combination of weapons each.&lt;br /&gt;
&lt;br /&gt;
:According to [[Toady One]], the weapons are supposed to wear very quickly but this functionality has not yet been implemented.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
:''(These seem to be based on Aztec [http://en.wikipedia.org/wiki/Macuahuitl Macuahuitl.] The weapons are described as being clubs with a sharp stone edge affixed to the side.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spear === &lt;br /&gt;
&lt;br /&gt;
'''Spears''' do [[piercing]] damage, which tends to destroy organs (if the opponent has any) on criticals.  A spear's critical boost is tied with the highest of any melee weapon, making them potentially quite lethal. Spears are more likely to get stuck in enemies than [[sword]]s. They are also less likely to dismember enemies, leaving fewer [[Chunks|body parts]] for the [[dwarf]]s to clean up. &lt;br /&gt;
&lt;br /&gt;
Occasionally [[elf|elven]] traders may have [[wood]]en spears to sell.&lt;br /&gt;
&lt;br /&gt;
Besides the usual weapons traps, spears can also be used in [[Trap|upright spear traps]].&lt;br /&gt;
&lt;br /&gt;
[[Other_weapon#Pike|Other, similar weapons]] are too large for dwarves to use in [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== War hammer === &lt;br /&gt;
&lt;br /&gt;
A '''war hammer''' is a hammer designed for combat purposes, and uses the [[Hammerdwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
War hammers deal a base damage of 120, the highest of the basic dwarven weapons. They deal [[bludgeon]]ing damage, and therefore have a higher chance of breaking body parts, and a low (if any) chance of severing limbs on direct hits, though a solid hit can easily propel an enemy into an obstacle with such force that it will be blown apart, scattering limbs everywhere. They have a Critical boost stat of 0, as compared to 1 for [[Short sword]]s and 2 for [[Spear]]s, which means that they are not as likely to create such injuries as some other weapons.&lt;br /&gt;
&lt;br /&gt;
War hammers are also used by the [[Hammerer]] to dispense [[justice]].&lt;br /&gt;
&lt;br /&gt;
[[Other_weapon#Maul|Other, similar weapons]] are too large for dwarves to use in [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crossbow ==&lt;br /&gt;
&lt;br /&gt;
The crossbow has a range of 20 tiles, and is quite deadly against any creature with internal organs.  Missile accuracy is improved only by the quality of the weapon (not the material), but damage is based on the quality and material of the bolt.  If a [[marksdwarf]] is pressed to fight hand-to-hand with an opponent, they will use their crossbow as a [[bludgeon]] weapon using the [[hammerdwarf]] skill, and only then do both quality ''and'' material of the crossbow come in to play.&lt;br /&gt;
&lt;br /&gt;
See [[crossbow]] for a complete discussion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*[[military]]&lt;br /&gt;
:*[[quality]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:military]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=63497</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=63497"/>
		<updated>2010-02-22T13:59:23Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
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&lt;div&gt;:''(&amp;quot;Level&amp;quot; redirects here; if looking for information on different z-levels or layers, see [[z-axis]])''&lt;br /&gt;
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----&lt;br /&gt;
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'''Skills''' are distinct from '''[[labor|labor preferences]]''', which are distinct from '''[[job]]s''', but all are closely related.&lt;br /&gt;
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The '''skills''' a dwarf has in an area determine how well that dwarf accomplishes [[job]]s in that area. A dwarf's [[labor]]s can be turned on or off by the player (by {{k|v}}iewing that dwarf's {{k|p}}references for {{k|l}}abors, {{k|v}} {{k|p}} {{k|l}} ), and determine what sort of jobs a dwarf is ''allowed'' to do.  A dwarf may have great skill, but until you designate the appropriate labor and queue up some corresponding [[job]]s, and then the dwarf actually responds and takes and finishes that job, nothing gets done. Skills increase in level with [[experience]]; every time a dwarf completes a task successfully, the corresponding skill will increase by an amount of experience. Once the experience total reaches the amount required for the next level, the skill level will increase.&lt;br /&gt;
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'''Profession''' tends to describe what a dwarf does best, as defined by their skills, ''not'' what [[labor]]s they are currently designated to perform.  Their profession is usually, but not always based on their best skill.  A dwarf with cooking at level 1 and no other skills has the profession of &amp;quot;[[cook]]&amp;quot;, but a dwarf with [[cooking]] 14 and [[armorsmith]] and [[weaponsmith]] and a dozen other skills all at 12 is ''also'' seen as having the profession of &amp;quot;[[cook]]&amp;quot;.&lt;br /&gt;
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Any dwarf can have ''any'' [[labor]] activated, even if they have absolutely no [[experience]] or levels in that skill. They are still the same '''profession'''.  The only difference is the speed they complete the task, and/or the [[Item quality|quality]] of the final product.  So by turning different [[labor]]s on/off, you can have your [[legendary]] [[armorsmith]] designated with the [[cook]]ing labor, and your expert [[grower]] making weapons - probably a bad plan, but nothing stops you from doing that.&lt;br /&gt;
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When {{k|A}}ctivated for the [[military]], a dwarf's profession temporarily changes to a military one, but they will return to their civilian profession (if any) when de-Activated.  (Note that dwarfs with military skills in excess of Great skill (level 10) will become a [[Hero#Heroes_and_Champions|hero]], abandoning any civilian professions and becoming permanently military.)&lt;br /&gt;
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:''(If you are a new player and find yourself boggled at the variety of skills for your starting seven dwarfs, see [[Starting build]] for a general discussion on and examples of starting skill selection.)''&lt;br /&gt;
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== Profession ==&lt;br /&gt;
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'''Professions''' are determined in one of two ways.  For the majority of the population, the highest skill or skills of a [[dwarf]] determines their profession.  Also, as your fortress grows, some unique professionals will arrive, one-of-a-kind dwarfs who perform a very specific function in the community - even if that function is not always appreciated or welcome.  Such [[Noble#Immigrant Nobles |immigrant nobles]] will be labeled with their noble &amp;quot;professions&amp;quot;, regardless of any skills.  Also, a dwarven &amp;quot;baby&amp;quot; or &amp;quot;child&amp;quot; will carry that label as their &amp;quot;profession&amp;quot; until they are adults.  ([[Noble#Appointments|Appointed noble]] titles do not affect professions, but may affect skills used and improved.)&lt;br /&gt;
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Activating or de-activating a dwarf for the military changes their listed profession from civilian to military.  Having some military skills along with civilian skills does not make a dwarf a professional [[soldier]]. If a Wood Cutter has some levels in Axedwarf or a Hunter has some levels in Marksdwarf, they are still a Wood Cutter or Hunter, civilian professions, until they are activated. A dwarf with novice level of Axedwarf and Legendary Brewing will be activated as an axedwarf if that's their highest weapon skill, while a dwarf with high skill level in axedwarf and novice level in brewing will be a [[Brewer]] as a civilian if [[brewing]] is their highest civilian skill.&lt;br /&gt;
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A dwarf's profession also governs the possibility and likelihood, relative to the rest of the population, of entering a [[Strange mood#Chance|strange mood]].&lt;br /&gt;
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Some non-dwarves will show professions that are not available to dwarves, like &amp;quot;[[Thief]]&amp;quot;, or non-dwarf [[soldier]]s with non-dwarf [[weapon]]s, like a [[pikeman]]. &lt;br /&gt;
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In Adventure Mode, there are professions that are not available or relevant in Fortress Mode, like [[Drunk]] or Pikedwarf.&lt;br /&gt;
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=== Professions, colors, &amp;amp; skill categories ===&lt;br /&gt;
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Different professions are associated with a different [[Color schemes|color]] of dwarf. If the profession changes (due to skill levels increasing), the profession may change and the color of the dwarf with that, if appropriate.  ''(See chart below for [[color]]s associated to skills and professions.)'' A dwarf with the &amp;quot;[[peasant]]&amp;quot; profession is a dwarf that has no skills above dabbling level and/or only has skills as shown in the &amp;quot;No profession&amp;quot; box below plus isn't an active military member.  &lt;br /&gt;
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Some professions relate directly to one specific, (usually) dominant skill - &amp;quot;Bowyer&amp;quot; or &amp;quot;Wood Cutter&amp;quot; or &amp;quot;Wood Crafter&amp;quot;, for example.  However some professions are a general category for similar skills - &amp;quot;Woodworker&amp;quot;, in the instance of the previous 3 examples, would imply similar expertise with 2 or more skills in that one category.  The exact math varies as to how and when one particular profession vs another is chosen due to differences in and combinations of skill levels, but usually it's the highest skill(s)*.  If two skills in different categories are tied, it's the one listed first for that particular dwarf.&lt;br /&gt;
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:''(* Many of the &amp;quot;category&amp;quot; professions seem to be based off of the number of levels above no skill/dabbling and whether the highest skill is &amp;quot;double&amp;quot; the increase of the lesser ones.)''&lt;br /&gt;
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On the {{k|u}}nit page, your dwarfs are always listed ''by profession'' in the order below (provided you have any of that type) - [[miner]]s first, [[peasant]]s last* ''(represented in the &amp;quot;No profession&amp;quot; category below)''.  The colors displayed in this chart are the default Dwarf Fortress [[Color_schemes#Default_Scheme|color scheme]]; if you have altered those, your colors will, obviously, be altered as well.&lt;br /&gt;
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:''(* and [[child]]ren (not shown) following them in (dark) RED.)''&lt;br /&gt;
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&amp;lt;!--YES, some of these COLORS SUCK. But they're the DEFAULT DF COLORS, taken straight from the default [[color schemes]] in init.txt. Talk to Toady about it. :/  --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#ccc|#ccc|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Woodworker]]|#ff0|#ff0|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Ranger]]|#080|#080|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Metalsmith]]|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
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| valign='top' |&lt;br /&gt;
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{{Skill Box|[[Jeweler]]|#0f0|#0f0|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Craftsdwarf]]|#00f|#00f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Fishery Worker]]|rgb(00, 00, 80)|rgb(00, 00, 80)|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Farmer]]|#880|#880|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
}}&lt;br /&gt;
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| valign='top' |&lt;br /&gt;
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{{Skill Box|[[Farmer]] (cont'd)|#880|#880|&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Engineer]]|#f00|#f00|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
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{{Skill Box|[[Administrator]]|#808|#808|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
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| valign='top' |&lt;br /&gt;
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{{Skill Box|''No profession''|#088|#088|&lt;br /&gt;
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''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
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''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
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''Broker skills''&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
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''Other skills''&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
::''(Note - Exact colors may vary with different tile-sets or [[color schemes|color settings]] in [[init.txt]].  The above are correct for standard DF.)''&lt;br /&gt;
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[[Social skill]]s, [[Broker|Broker skills]], swimming and throwing do not affect profession.  Military skills do not affect civilian professions (until they become [[Soldier#Heroes and Champions |Heroes]]).&lt;br /&gt;
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When a dwarf is activated as a [[soldier]], their listed profession is generated by their best [[weapon]] skill. [[Armor user|Armor User]] and [[Shield User]] do not affect these military professions.  Note that in the {{k|m}}ilitary menu you can assign a dwarf a different weapon, to fight or train with, than what is listed as their profession.  A soldier with no military skills above dabbling is called a &amp;quot;recruit&amp;quot;.&lt;br /&gt;
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When increases in a dwarf's skills cause their profession to change, an announcement is generated.  Any dwarf can change professions if they train (enough) with a different skill.&lt;br /&gt;
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=== Custom profession labels ===&lt;br /&gt;
It is possible to give a dwarf a custom profession name, similar to giving them a [[nickname]], through the {{k|u}}nits list or by {{k|v}}iewing them individually, or before embark if you are &amp;quot;preparing carefully&amp;quot; by viewing them in that menu.  This custom label has no effect on color, or on the actual profession that the dwarf is associated with in the game.  You can ''label'' them as Dyer or Duke or Dragonslayer, Wood Cutter or Weaponsmith or the Grand Wazoo, but if their skill levels determine that they're a Farmer, then they're a Farmer, until their skills change that.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
A skill reflects the amount of [[experience]] a dwarf has.  With (or without) that skill, they can be assigned one or more different labor preferences in their individual labor menu, general activities that you approve them pursuing.  Once they accept a particular assignment, a job is generated and they proceed to apply their skill to that job.&lt;br /&gt;
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A single skill can be applied to many different [[job]]s.  For instance, a Bone Carver might carve a totem out of a skull, craft bone practice bolts for a crossbow, create bone armor, or carve bone crafts to trade.  Higher skill levels may increase the speed at which jobs are performed, the quality of the items produced, or both.&lt;br /&gt;
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Note that many labor preferences, especially [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
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=== Starting a new skill ===&lt;br /&gt;
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Dwarven peasants and members of other trades can learn a new skill by having the [[labor]] associated with the skill turned on in their preferences screen. The first task related to their new skill they preform will grant them the &amp;quot;Dabbling&amp;quot; skill level. Dwarves may then advance through the skill levels listed below.&lt;br /&gt;
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=== Skill levels ===&lt;br /&gt;
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To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.  &lt;br /&gt;
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Although [[Legendary]] is the highest skill level displayed, there are actually five skill levels above it.  These are known to have an effect on [[item quality]]; a Legendary dwarf will make masterpiece items 15% of the time, on average, where a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time).  Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.&lt;br /&gt;
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You can't find out exactly when a dwarf gets to Legendary+5, but it will happen 1000 XP before their eighth [[attribute]] if they have no other skills -- so when they get eight attributes, they are at Legendary+5.  Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining attributes by using a skill that has long since maxed out.&lt;br /&gt;
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{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
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=== Skills with odd associated labors ===&lt;br /&gt;
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Each skill has a corresponding [[labor]] which is usually named similarly - Miners do Mining, Carpenters do Carpentry, etc.  However, there are some exceptions:&lt;br /&gt;
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{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Skill        !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Ambusher     || Hunting&lt;br /&gt;
|-&lt;br /&gt;
| Bowyer       || Crossbow-making&lt;br /&gt;
|-&lt;br /&gt;
| Building Designer || Architecture&lt;br /&gt;
|-&lt;br /&gt;
| Engraver        || Stone Detailing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Skill        !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Grower      || Farming (Fields)&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || Plant Gathering&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith || Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|  Thresher  || Plant Processing&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
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----&lt;br /&gt;
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'''See also:''' [[Labor]]&lt;br /&gt;
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[[Category:Skills|*]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=63496</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=63496"/>
		<updated>2010-02-22T13:59:22Z</updated>

		<summary type="html">&lt;p&gt;Thromordyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = [[Hunter]]&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey.  Dwarves using the ambush skill move more [[speed|slowly]], but cannot be seen by enemies.  Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using whatever [[weapon]] they are carrying.  If a hunter carries no weapon, they will [[wrestle]] their prey.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time. Make sure he drops the [[waterskin]] or don't produce any in the first place.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your rabbit hunter suddenly having an unpleasant chitchat with an elephant, sasquatch or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map.&lt;br /&gt;
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== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies.  As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
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When the dwarf is close enough (or once spotted), they will move to engage, or to within shooting range if they are using a crossbow.  From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
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Upon killing the prey, a hunter will carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with [[crossbow]]s due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
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==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
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If you don't have a good stocking and hauling system, you will not get all of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
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==Dogs==&lt;br /&gt;
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.{{verify}} Actual hunting dogs seem to be even less effective, arriving a minute late with your dwarf laying down in a coma.{{verify}}&lt;br /&gt;
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== Weapons and Tactics ==&lt;br /&gt;
Dwarves can hunt with any [[weapon]], or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.  They will use whatever [[weapon]]/[[armor]] is assigned to them.  (See [[Military]])&lt;br /&gt;
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You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal.  If your hunters use crossbows (as is recommended), you should also consider training them in [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of [[bolt]]s.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. &lt;br /&gt;
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Using your military to hunt (with the &amp;quot;chase dangerous animals&amp;quot; setting) can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.  However, you may find that they maim an animal so badly that they refuse to fight it any more, as they no longer consider it a threat.  If there are no other huntable animals on the map, it is generally safe to send an otherwise untrained dwarf with high statistics and a melee weapon (e.g. a woodcutter or miner) out to hunt it.  However, be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill, or drafting the dwarf in question after the kill has been returned.&lt;br /&gt;
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== Free equipment ==&lt;br /&gt;
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Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary [[quality]].&lt;br /&gt;
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This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  However, ambushers with other [[ranger]] skills, even ones higher than their ambusher skill, will still receive this equipment, as will ambushers with [[military]] skills at any level.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
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You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher.&lt;br /&gt;
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Any [[immigration|immigrating]] rangers with ambusher skill will also receive this equipment.&lt;br /&gt;
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== Crossbows ==&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase both his [[marksdwarf]] and ambusher [[skill]]s. &lt;br /&gt;
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==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
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{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Thromordyn</name></author>
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