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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tyedye54321</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=Tyedye54321"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Tyedye54321"/>
	<updated>2026-04-13T05:03:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scamps/raw&amp;diff=301736</id>
		<title>Scamps/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scamps/raw&amp;diff=301736"/>
		<updated>2024-06-09T19:03:17Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: make it more real&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{raw header}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[CREATURE:SCAMPS]&lt;br /&gt;
	[DESCRIPTION:A small mammalian carnivore.  It is the pet of Toady One.]&lt;br /&gt;
	[NAME:Scamps:Scamps:cat]&lt;br /&gt;
	[CASTE_NAME:Scamps:Scamps:cat]&lt;br /&gt;
	[CREATURE_TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AT_PEACE_WITH_WILDLIFE]&lt;br /&gt;
	[HUNTS_VERMIN]&lt;br /&gt;
	[RETURNS_VERMIN_KILLS_TO_OWNER]&lt;br /&gt;
	[ADOPTS_OWNER]&lt;br /&gt;
	[PETVALUE:10000000000]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[COMMON_DOMESTIC][BENIGN]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[PREFSTRING:legendary owner]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500]&lt;br /&gt;
	[BODY_SIZE:1:0:1500]&lt;br /&gt;
	[BODY_SIZE:2:0:2500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:scampling:scamplings]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:SLATE_GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:ears:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:SLATE_GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:head:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE5:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE5:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:front paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:rear paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:SLATE_GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[CAN_DO_INTERACTION:CLEANING]&lt;br /&gt;
		[CDI:ADV_NAME:Clean]&lt;br /&gt;
		[CDI:USAGE_HINT:CLEAN_SELF]&lt;br /&gt;
		[CDI:USAGE_HINT:CLEAN_FRIEND]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]&lt;br /&gt;
		[CDI:VERB:lick:licks:lick each other]&lt;br /&gt;
		[CDI:CAN_BE_MUTUAL]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:A:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:10]&lt;br /&gt;
	[CAN_DO_INTERACTION:BP_BUMP]&lt;br /&gt;
		[CDI:ADV_NAME:Head bump]&lt;br /&gt;
		[CDI:USAGE_HINT:GREETING]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]&lt;br /&gt;
		[CDI:VERB:head-bump:head-bumps:bump heads]&lt;br /&gt;
		[CDI:CAN_BE_MUTUAL]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:TARGET:B:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:B:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:20]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;{{raw footer|Creature}}&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Tyedye54321&amp;diff=301692</id>
		<title>User talk:Tyedye54321</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Tyedye54321&amp;diff=301692"/>
		<updated>2024-06-06T03:31:51Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: Created page with &amp;quot;~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Tyedye54321|Tyedye54321]] ([[User talk:Tyedye54321|talk]]) 03:31, 6 June 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=301691</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=301691"/>
		<updated>2024-06-06T03:30:26Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_justice.png|thumb|When you forget the Baron's demands for 3 flutes.&amp;lt;br /&amp;gt;''Art by MK01'']]&lt;br /&gt;
&lt;br /&gt;
The '''justice''' system is present to punish criminals. Justice is administered by a [[sheriff]] or [[captain of the guard]], and is used to deal with criminal acts committed in the fortress by citizens or visitors, for example dwarves disobeying their betters, breaking furniture, starting fights, etc. &lt;br /&gt;
&lt;br /&gt;
== Screen ==&lt;br /&gt;
[[File:Opening Justice Menu.png|thumb|Click scales icon or press j on the keyboard.]]&lt;br /&gt;
To get to the justice screen, click the Justice menu button or press {{k|j}}&lt;br /&gt;
=== Open cases tab ===&lt;br /&gt;
The Open cases tab has a list of the open cases on the left from oldest to most recent. On the right, details about the selected case are provided, including the injured party (if applicable), the case status ({{DFtext|Unsolved.|3:1}}), and the witnesses who reported the crime. There are two buttons which allow the player to [[Justice#Interrogation|interrogate]] or [[Justice#Punishments|convict]] a creature.&lt;br /&gt;
&lt;br /&gt;
=== Closed cases tab ===&lt;br /&gt;
The Closed cases tab, similarly to the Open cases tab, has a list of the closed cases on the left from oldest to most recent, with details on the right. However, there are no buttons, and the case status is described as {{DFtext|Convicted: Urist McDidntMakeFlutes, Craftsdwarf.|5:1}}&lt;br /&gt;
&lt;br /&gt;
=== Cold cases tab ===&lt;br /&gt;
The Cold cases Tab is the same as the Open cases tab, but only includes cases older than one year.&lt;br /&gt;
&lt;br /&gt;
=== Fortress guard tab ===&lt;br /&gt;
The Fortress guard tab contains information on the [[fortress guard]] if it exists. At the top is shown the total number of combined [[Cage|cages]] plus [[Restraint|restraints]] in the [[dungeon]] out of the number requested by the fortress guard (approximately one tenth the population). Note that [[Chain|chains]] includes both ropes and chains.&lt;br /&gt;
&lt;br /&gt;
The rest of the tab is a list of members of the fortress guard, including the cases assigned to each member.&lt;br /&gt;
&lt;br /&gt;
=== Convicts tab ===&lt;br /&gt;
The Convicts tab contains of a list on the left of everybody who has been convicted of a crime. On the right, pending sentence(s) for the selected creature are displayed, along with all the crimes they have ever been convicted of.&lt;br /&gt;
&lt;br /&gt;
=== Intelligence tab ===&lt;br /&gt;
The Intelligence tab shows information gathered about hostile [[Intrigue|plots]] via [[Justice#Interrogation|interrogation]].&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
[[File:Justice screen.png|thumb|In-game screenshot]]&lt;br /&gt;
&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade the export of.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''' - attacking another dwarf during a [[tantrum]].&lt;br /&gt;
* '''Building destruction''' -- destroying a [[building]] during a [[tantrum]].&lt;br /&gt;
* '''Vandalism''' - toppling [[furniture]] during a [[tantrum]].&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]].&lt;br /&gt;
* '''Robbery''' - exact deed is unknown&lt;br /&gt;
* '''Blood-drinking''' - being caught sucking blood out of another dwarf. not in use&lt;br /&gt;
* '''Embezzlement''' - exact deed is unknown&lt;br /&gt;
* '''Attempted murder''' - exact deed is unknown&lt;br /&gt;
* '''Kidnapping''' - exact deed is unknown&lt;br /&gt;
* '''Attempted kidnapping''' - exact deed is unknown&lt;br /&gt;
* '''Attempted theft''' - exact deed is unknown&lt;br /&gt;
* '''Treason''' - exact deed is unknown&lt;br /&gt;
* '''Espionage''' - an [[agent]] infiltrated your fortress as a [[visitor]] as part of a larger plot (for example, to steal an [[artifact]], or to corrupt a [[noble]]).&lt;br /&gt;
* '''Bribery''' - exact deed is unknown&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder. The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
Dwarves and others are also variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
==Interrogation==&lt;br /&gt;
[[File:Investigation.png|thumb|Crime investigation at work.  Do note that you might not be able to interview the Deceased.]]&lt;br /&gt;
[[File:Courtroom.png|thumb|A typical (not really) dwarven court.]]&lt;br /&gt;
&lt;br /&gt;
Dwarves and friendly visitors can also be interrogated as the suspects of crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (which is determined by the Captain's various [[Social_skill|social skills]] against the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular scheming or other villainous organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]] and the target is listed in the Actors tab of the justice menu.&lt;br /&gt;
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit, you could interrogate the entire fort without any repercussions other than lost work time.&lt;br /&gt;
&lt;br /&gt;
You can (and probably should) investigate all new arrivals (immigrants and visitors), as some of them may be there to commit a crime (espionage, theft, etc) or may be under a false name that is guilty of another crime.  To do so, there needs to be at least one Open case in the Justice &amp;gt; Open cases menu.  You can click &amp;quot;Interrogate&amp;quot; and then scroll down to the target of investigation.  This may result in newly reported crimes in the Open cases tab, and it will result in new data in the Intelligence tab.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a [[sheriff]] has been assigned. In increasing order of severity (at least that's what the dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the [[sheriff]] or by a member of the [[fortress guard]]. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal an unhappy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) a happy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
The level of punishment is determined by the civilisation's [[Ethics]].&lt;br /&gt;
PUNISH_SERIOUS will result in either a beating or a month in prison&lt;br /&gt;
PUNISH_CAPITAL will result in either 8 months in prison or 50 hammerstrikes&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
Designate a new Dungeon by going to {{k|z}}ones, select Dungeon, and then highlight the area of your future dungeon/prison.  Once designated, The {{k|j}}ustice &amp;gt; Fortress guard screen will show you how many jail cells are available in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Jails can be made out of either cages or chains, and each has its own advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
Chains:&lt;br /&gt;
* Pro - prisoners can still walk to adjacent tiles to eat, drink, sleep, and admire furniture, keeping them happy&lt;br /&gt;
* Con - prisoners throwing [[tantrum]]s can break their chains and attack anybody nearby (including the haulers refilling their food/drink stockpiles)&lt;br /&gt;
&lt;br /&gt;
Cages:&lt;br /&gt;
* Pro - unhappy prisoners cannot do any damage to themselves or others&lt;br /&gt;
* Con - prisoners require other citizens to give them food and water or they will die&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Don't forget that all civilized dwarves like using a mug/goblet. &lt;br /&gt;
Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.  You can even add a beautiful water well and a soap stockpile so the dwarf can bathe and drink water if necessary.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Dwarven Justice has no statute of limitations, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended.&lt;br /&gt;
&lt;br /&gt;
==Exemption==&lt;br /&gt;
&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Non-humanoid (animals are exempt)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION|po}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank god I only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch.&amp;quot; -Urist Mc. Murderhobo.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Tyedye54321&amp;diff=301690</id>
		<title>User:Tyedye54321</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Tyedye54321&amp;diff=301690"/>
		<updated>2024-06-05T20:31:43Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;its me {{dwarf}} nice beard right &lt;br /&gt;
&lt;br /&gt;
hehe&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=301652</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=301652"/>
		<updated>2024-05-30T23:45:55Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: job&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{V50 machine|name=Floodgate|key=f&lt;br /&gt;
|icon=[[File:floodgate_icon.png]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 '''Floodgate'''&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
|power=Uses 0 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows control of the flow of liquids, such as [[water]] or [[magma]]. They are operated by [[mechanism]]s, such as [[lever]]s or [[pressure plate]]s, which open and close them. When closed, they behave like walls, but when opened, allow liquids, objects, and [[creatures]] to pass over them.&lt;br /&gt;
Closed floodgates are shown in-game as &amp;quot;X&amp;quot; symbols.&lt;br /&gt;
They can be manufactured from [[stone]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]). While [[stone]], [[wood]], and [[glass]] floodgates require only a single building material, [[metal]] floodgates require 3 bars to produce. Once manufactured, they are built in the desired location using the keys ({{Menu icon|b|m|f|sep=-}}).&lt;br /&gt;
&lt;br /&gt;
In most situations, simply using a [[door]] or raising [[bridge]] can be used in place of a floodgate - the latter of which provides a number of [[bridge#Floodgates|significant advantages]].&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and [[jail]] doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the usefulness of certain [[water|liquids]] and the [[fun|danger]] posed by [[magma|others]], floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled [[irrigation]] for [[farm]]ing, or controlled [[flood]]ing for [[Trap_design#Water_traps|drowning]] [[elf|annoying]] [[goblin|visitors]].&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis, as they are considered walls when closed. This can be quite useful when built directly below a [[floor grate]] as this will allow you to quickly empty the liquid from the floor above without the danger of its [[goblin|precious contents]] rummaging through your sewer system.&lt;br /&gt;
&lt;br /&gt;
A [[pressure plate]] on a lower level connected to a floodgate between your main water supply and your other water controls can act as an automated safety valve to help prevent [[Pressure|massive flooding]] of your lower fort. Set the pressure plate to activate (open the floodgate) when 0-1 water, which allows using the water supply.  When flooding starts, the pressure plate deactivates, attempting to close the floodgate. Beware of linking multiple controllers to this floodgate, as another controller may activate opening the floodgate before this pressure resets.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed [[orthogonal]]ly on a solid, completely flat, '''[[water depth|unflooded]]''' floor in the 'closed' position (Note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary for placement, but ''are'' necessary for controlling liquids. A [[mechanic]] must then link up a [[lever]] or other triggering mechanism to the floodgate. This requires two [[mechanism]]s; the mechanic will haul one mechanism to the floodgate, work for a while, and then haul the other mechanism to the trigger to complete the task.&lt;br /&gt;
&lt;br /&gt;
You can build a floodgate over empty space, e.g. controlling water in a vertical path. First build a floor ({{k|b}}, {{k|C}}, {{k|f}}), after it is complete mark it for removal ({{k|d}}, {{k|n}}) and immediately designate your floodgate ({{k|b}}, {{k|x}}).  You don't have to suspend either of these tasks to get both to complete.  You may want to remove the stone or block left by removing the floor or it may be washed down to lower levels, possibly clogging another floodgate that is built on a floor or [[door]]. However, a floodgate built in this way may disappear entirely when the lever is pulled in current versions.&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
Once the lever is pulled, with a [[Trigger#On.2FOff_states|delay]], the floodgate will open. When the lever is pulled again, the floodgate will close, after the same delay. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from [[sword]]s to [[sock]]s to [[stone]]s to scorpion [[corpse]]s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself. Note that the flow of liquids will often move objects downstream, and potentially jam your gate. It is advisable to clear out any remnant stones or other obstructions before releasing liquids towards your gates.&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed [[wall]] would, but when opened, will be destroyed if they are not made from [[magma-safe|magma-safe materials]]. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Floodgates built on a constructed wall remain standing (and functional) even after that wall is removed, leading to an exploitable, free-floating building. {{Bug|0377}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = låluth-inod | elvish = wikira-iÿema | goblin = oda-dûnguk | human = nonu-kir}}&lt;br /&gt;
[[File:Harran_canal-GAP.jpg|thumb|230px|center|Two sluice gates. A sluice gate is a type of floodgate.]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fisherdwarf&amp;diff=301643</id>
		<title>Fisherdwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fisherdwarf&amp;diff=301643"/>
		<updated>2024-05-28T00:34:56Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: added a joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 1:0&lt;br /&gt;
| graphic    = [[File:fisherdwarf_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 107px&lt;br /&gt;
| skill      = Fisherdwarf&lt;br /&gt;
| profession = [[Fishery worker]]&lt;br /&gt;
| job name   = [[Fishing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fishing&lt;br /&gt;
| workshop =&lt;br /&gt;
* [[Fishery]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Patience&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fisherdwarf''' is the skill associated with the fishing [[labor]]. Fisherdwarves catch [[vermin]] [[Fish|fish]] from available [[water]] sources: [[murky pool]]s, [[brook]]s, [[river]]s, [[lake]]s and the [[ocean]]. &lt;br /&gt;
&lt;br /&gt;
Fisherdwarf [[skill|skill level]] is related to the speed at which the labor is completed. Dwarves can fish through floor [[grate]]s and floor [[bars]].&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves will fish from any water by default. Change this using the [[standing orders]] screen under the [[Labor]] menu {{Menu icon|y}} to toggle between 'prefer [[Fishing_industry#Fishing_Zone|fishing zones]]' (the default) and '[[zone]]-only fishing', which will prevent dwarves from fishing outside of designated areas - this can be useful, for instance, if you have a crocodile-infested river, or a Terrifying ocean, and don't want your fishers wandering into danger. Fisherdwarves often get negative [[thoughts]] from being caught in the rain outside, or being exposed to dead bodies lying underwater, so designating indoors-only fishing areas will prevent this.&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves can produce food, [[shell|craft material]]s, and [[captured live fish|capture]] fish for [[mog juice|extract]] and [[pet]]s for a fortress as part of the [[fishing industry]].&lt;br /&gt;
&lt;br /&gt;
Note that while it is possible to fish from any body of water, what you get will depend on '''where''' the water is - any body of water which was not originally part of a river, lake, ocean, or cavern layer will always yield ''pond'' fish (i.e. [[turtle]]s). If you want to catch river fish, you must fish from the river's original tiles (or perform some [[DFHack]] trickery to mark your new tiles as being part of the river).{{cite forum|147408/5942325}}&lt;br /&gt;
&lt;br /&gt;
There is also the possibility of '''overfishing''' an area. Overfishing can exhaust the fish population of a pond, river, or [[ocean]] both temporarily and permanently. If a dwarf can not find some fish in a specific area, you will get a message saying &amp;quot;there is nothing to catch in the [direction] [biome]&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;
On an ocean embark, if your fisherdwarves are fishing in the caverns, and from a water area that is connected to the side of the map the ocean is on, your dwarves will catch ocean fish, including [[shell]]-bearing [[nautilus]]es. This is because fish are &amp;quot;vermin&amp;quot; meaning they aren't bound by continual existence. As such, a fish that could be on any square can be fished from any other square. An indoor pond on an embark with a river should provide some river fish. It appears that fish-vermin cannot be caught, unless the tile you are fishing from is connected to a &amp;quot;water source&amp;quot; tile on the edge of the map.&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_fishing.jpg|thumb|340px|center|It's reel easy for dwarves to get hooked on fishing.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Sexy-dwarves-united''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== How dwarves fish ==&lt;br /&gt;
&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 they have 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. Some Dwarfs have been known to braid their bead into one long rope often called a &amp;quot;fishing pole&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Tyedye54321&amp;diff=300872</id>
		<title>User:Tyedye54321</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Tyedye54321&amp;diff=300872"/>
		<updated>2024-05-08T23:21:36Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: it's me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;its me&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maple&amp;diff=300871</id>
		<title>Maple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maple&amp;diff=300871"/>
		<updated>2024-05-08T23:21:08Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=maple_trunk_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Maples''' are a type of [[above ground]] [[tree]], found in nearly any [[temperate]] region with [[plants|vegetation]]. Like the overwhelming majority of overland trees, maple [[carpenter|wood]] is brown and produces brown products. &lt;br /&gt;
&lt;br /&gt;
Maples produce '''Maple leaves''' and '''Maple samaras''', which cannot be stockpiled, brewed or cooked at present, nor is there any current means to extract maple syrup from maple trees. Cut them freely.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] maples for their ''autumn coloration''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
although some try's to pulp the tree for &amp;quot;syrup&amp;quot; have been unsuccessful many continue trying &lt;br /&gt;
&lt;br /&gt;
[[File:Acer saccharum.jpg|thumb|center|300px|Admired for its ''autumn coloration''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chalk&amp;diff=300368</id>
		<title>Chalk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chalk&amp;diff=300368"/>
		<updated>2024-05-05T19:16:14Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{layerlookup/0&lt;br /&gt;
|graphic=chalk_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Chalk''' is a [[flux]] [[stone]] found in the [[sedimentary layer]]. As such, it is worth twice as much as most other stones. &lt;br /&gt;
Despite chalk's rather chalky nature in real life, [[furniture]] and [[Finished goods|crafts]] made out of chalk in Dwarf Fortress last as long as [[granite]] ones. &lt;br /&gt;
Chalk is '''not''' [[magma-safe]] material.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Chalk, a soft white sedimentary rock, is a form of [[limestone]] composed of the mineral [[calcite]]. It often contains [[chert]] and minor amounts of [[silt]] and [[clay]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Unlike in real life chalk can not be use for drawing.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mur craie et brique sur soubassement silex.png|Chalk blocks (white) in a wall&lt;br /&gt;
File:Craie coniacienne avec rognons à silex recouverte par horizon lœssique.png|A layer of chalk&lt;br /&gt;
File:Chalk quarry crete B.jpg|Chalk quarry&lt;br /&gt;
File:Chalk samples (Steam).png|Chalk samples&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bookkeeper&amp;diff=299155</id>
		<title>Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bookkeeper&amp;diff=299155"/>
		<updated>2024-04-20T20:50:57Z</updated>

		<summary type="html">&lt;p&gt;Tyedye54321: book                           keeper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Book keeper&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
|function=&lt;br /&gt;
* Accurate accounting of [[stocks]] and [[wealth]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''book keeper''' is an appointed [[noble]] who updates the [[stocks]] and [[wealth|created wealth]] screens with more accurate information. The book keeper needs to work in an [[office]] to do this job. The book keeper uses the [[record keeper]] skill, which grants the [[clerk]] profession. Important stats for [[record keeper]] skill are Analytical Ability, Memory and Focus.&lt;br /&gt;
&lt;br /&gt;
The desired level of accuracy can be set next to the bookkeeper position from {{key|n}}obles screen by selecting one of the numbers 1 to 5. To increase above the lowest level of accuracy, the bookkeeper needs a [[office|meager office]]. They must work not only to attain an accuracy level, but also to maintain it. When first assigned, a bookkeeper spends a long time creating a full list of the stocks, but once done, it takes only a bit of time to maintain this level of detail (even at maximum quality), so most of Urist McBook keeper's time can eventually be assigned somewhere else.&lt;br /&gt;
&lt;br /&gt;
* Note: If your designated book keeper refuses to use their assigned chair/office and simply will not do their job, double check that you have raised the &amp;quot;precision&amp;quot; level on the nobles screen.&lt;br /&gt;
&lt;br /&gt;
Curiously, a book keeper does not require writing materials such as [[paper]] or [[scroll]]s to perform their job. Bookkeepers will be unable to do their jobs if they cannot grasp, though.&lt;br /&gt;
{{Translation| dwarven = thîkut-zuden | elvish = soya-sinu | goblin = zosto-ol | human = thothil-nushrat}}&lt;br /&gt;
[[File:Bookkeeper-sarasti.jpg|thumb|center|300px|Artist rendering of a bookkeeper by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BOOK KEEPER]&lt;br /&gt;
	[NAME:book keeper:book keepers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:ACCOUNTING]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:180]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Tyedye54321</name></author>
	</entry>
</feed>