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	<updated>2026-04-05T22:38:26Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=218132</id>
		<title>v0.34:Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=218132"/>
		<updated>2015-05-16T19:47:11Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: /* Forging and Melting */ Added missing space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:15, 16 May 2013 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry the equivalent of a single [[stockpile]] tile, be it a single [[stone]], a bin or barrel (with its contents included), or stray items. This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Each [[stockpile]] may have up to 3 wheelbarrows assigned for [[hauling]] items to that stockpile, with stone stockpiles having 1 wheelbarrow automatically assigned upon designation. This setting can be changed from the Set Building Tasks/Prefs ({{k|q}}) menu with the {{k|w}} hotkey. Wheelbarrows will be stored in their assigned stockpile when not in use, potentially sharing a tile with a stockpiled item. A stockpile's wheelbarrows are only used to carry items ''to'' that stockpile; they will not be used to carry items away ''from'' it. &lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows ignore the weight of the contents, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot. There's little benefit to carrying light items in a wheelbarrow, as dwarves won't load multiple items in it.  They will, however, load a single bin ''full of items'' in a wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
Wheelbarrows carry less stuff than [[minecart]]s, but do not require a track to be preconstructed, and can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
If wheelbarrows are assigned to a stockpile, dwarves will use them exclusively and cease hauling items to it with their bare hands, meaning that the number of assigned wheelbarrows is also the maximum number of active hauling jobs for said stockpile. This behaviour can save haulers for other more urgent jobs, but is sometimes inconvenient. Increasing the number of assigned wheelbarrows and adding linked stone stockpiles can allow you to pour more dwarfpower into hauling. If you set wheelbarrows at your stockpile to 0, all haulers may carry stones there, but will do it by hand, which is painfully slow work when long distances are involved.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal wheelbarrows cost '''two''' [[metal]] bars or [[adamantine]] wafers to forge.&lt;br /&gt;
* When a metal wheelbarrow is melted down, it will return '''1.8''' metal bars or '''1.8''' wafers, for an '''efficiency of 90%'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs == &lt;br /&gt;
* Once a stockpile has an assigned wheelbarrow and a bin/barrel, storing an item in this bin/barrel will be split into two separate jobs: hauling the container by hand to the location of the item to be collected, and fetching the wheelbarrow to return the errant container. Since this doubles the number of trips, it is generally inadvisable to enable wheelbarrows and containers in the same stockpile.{{bug|5964}} As a workaround, a &amp;quot;feeder&amp;quot; stockpile with wheelbarrows enabled can be designated to &amp;quot;give to&amp;quot; an adjacent &amp;quot;storage&amp;quot; stockpile with containers enabled.&lt;br /&gt;
&lt;br /&gt;
* If all of a stockpile's tiles are occupied by wheelbarrows, it will stop requesting new items even though the tiles under the wheelbarrows have no stockpiled item.  Consequently, stockpiles need to have more tiles than wheelbarrows to work correctly.&lt;br /&gt;
&lt;br /&gt;
* Dwarves carry wheelbarrows instead of pushing them when the wheelbarrows themselves are being hauled.{{bug|6008}}&lt;br /&gt;
&lt;br /&gt;
* Items can occasionally be left inside a wheelbarrow, causing the wheelbarrow to become unusable. This can cause a stockpile to stop collecting items if all of its wheelbarrows end up in this state{{bug|6074}} You can work around this by marking the contents of the wheelbarrow for dumping.&lt;br /&gt;
&lt;br /&gt;
* Like several other [[tool]]s, adamantine wheelbarrows take the wrong amount of material to make - they can be created with two wafers instead of the size-appropriate six.{{bug|6230}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_barn_owl&amp;diff=218131</id>
		<title>v0.34:Giant barn owl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_barn_owl&amp;diff=218131"/>
		<updated>2015-05-16T15:25:07Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added butcher data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:15, 11 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=18&lt;br /&gt;
|fat=11&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant barn owls''' are just that, [[savage|giant]] [[barn owl]]s, bigger than [[grizzly bear]]s. Unfortunately giant barn owls only appear one at a time and lay a small number of [[egg]]s per clutch, relatively speaking, so if you capture one you're probably better off butchering it.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba&amp;diff=199290</id>
		<title>v0.34:Black mamba</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba&amp;diff=199290"/>
		<updated>2014-05-21T13:08:06Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: &amp;quot;bit&amp;quot; is the wrong tense; &amp;quot;bitten&amp;quot; is correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|04:57, 9 July 2013 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|meat=2&lt;br /&gt;
|fat=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|lungs=2&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|intestine=1&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''black mamba''' is a very small species of poisonous snake. What distinguishes it most from other such creatures is the virulence of is [[venom]], with short-term [[syndrome|symptoms]] including dizziness, drowsiness, strong pain, fever, unconsciousness, and complete paralysis, in ascending order to the [[size]] of the creature bitten. For a small creature like a dwarf, a single bite is enough to kill a [[dwarf]] within [[Time|seconds]], as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
&lt;br /&gt;
They are solitary creatures that normally flee contact, but have a &amp;lt;tt&amp;gt;[PRONE_TO_RAGE:1]&amp;lt;/tt&amp;gt; tag in their [[raw file|creature definitions]], which means that about 1% of the time they will flip out on anyone they see. Mamba fangs are too small to pierce normal clothing reliably, but with some luck they can thereafter cause some real damage to your fortress. Overall, you're probably better avoiding them outright, unless you want them for their prolific [[egg]]-laying habits.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sand&amp;diff=195797</id>
		<title>v0.34:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sand&amp;diff=195797"/>
		<updated>2014-01-24T19:43:26Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Point on sand and glacial tree removal verified; see talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:18, 19 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sand''' is one of the many specific types of [[soil]] that can be found in Dwarf Fortress.  As all sand types are [[soil]]s, above ground [[farm plot]]s can be built on them without need for irrigation.  Sand can also be used to make [[glass]] (see below).&lt;br /&gt;
&lt;br /&gt;
There are five different colors of sand – [[yellow sand]], [[white sand]], [[black sand]], [[red sand]], and [[sand (tan)|tan sand]] – but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is often found in other [[biome]]s as well.&lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are '''not''' considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
When an underground [[tree]] grows on a muddy stone floor tile (after discovering a [[cavern]]) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be sand.&lt;br /&gt;
&lt;br /&gt;
Sand, unlike normal soil, is always depicted using the {{Tile|≈|6:0}} and {{Tile|~|6:0}} symbols and cannot be furrowed, thus causing unpaved sand [[road]]s to be covered in grass and vegetation much more quickly.&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on sand, which causes the underlying sand to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Sand: Sand vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Sand: Need valid, active sand collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a paved [[road]] ({{K|b}}-{{K|o}}) over the grass; the paved road will ''not'' prevent the sand from being collected.  You can also put a floor [[grate]] over a sand floor to prevent growth while allowing sand to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
Sand is used in the production of [[glass|green and clear glass]] items at a [[glass furnace]] ([[glass|crystal glass]] requires rough [[rock crystal]] in its place). To collect sand, first locate some appropriate sand tiles. They will appear as &amp;quot;[Color] Sand [Tile]&amp;quot; when inspected with the loo{{k|k}} tool. Next, set an [[activity zone]] over or next to the the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[bag]], only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the &amp;quot;Item Hauling&amp;quot; [[labor]].  The bags of sand will not be taken to the glass furnace; they are left in the sand collection zone, until hauled or dumped or selected for a glass-making job.&lt;br /&gt;
&lt;br /&gt;
Filled bags of sand are considered [[furniture]], and as such require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture [[stockpile]]s with &amp;quot;sand bags&amp;quot; enabled (located under &amp;quot;type&amp;quot;). Note: You must also allow all items under &amp;quot;Core Quality&amp;quot; and &amp;quot;Total Quality&amp;quot; unless you want them to only store certain quality type bags in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Collected sand is listed under [[powder]] on the [[stocks]] menu.  However, if you attempt to dump the sand from this section, the dwarves will [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3220 remove it from the bags] and drop it in useless piles on the floor (as if it were a [[contaminant]]) - this will also happen if you attempt to use {{K|d}}-{{K|b}}-{{K|d}} to mass designate sand bags for dumping. Going to the stocks screen and removing the dump order on the sand itself will make the dwarves dump the bags and not the contents, but this must be done before any dwarf can start a sand-dumping job.&lt;br /&gt;
&lt;br /&gt;
To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Not all embark locations have sand available. While this may prevent the establishment of a full glass industry, it does not outright prevent the making of glass at all - individual bags of sand may be purchased during [[embark]] for 1 point a piece (with a free [[bag]] included), and caravans will frequently bring several bags of sand with them each year (plus more if requested from the [[liaison]]). Additionally, while it is rare, some caverns may contain sand in small amounts.&lt;br /&gt;
&lt;br /&gt;
It is wise to always keep several bags of sand on hand in order to deal with [[strange mood]]s requiring glass. &lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Sand&amp;diff=195796</id>
		<title>v0.34 Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Sand&amp;diff=195796"/>
		<updated>2014-01-24T19:42:25Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Verification clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Sand on Glaciers/Mountains ====&lt;br /&gt;
There is a verify point on this article about trees being cut down and then on glaciers and mountains, random soil types are selected, and as I understand it, the verification is required on the point that it is occasionally sand. I can confirm that sand can indeed result when chopping down trees in glacial caverns, and I can provide a screenshot if you wish.&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Glacier&amp;diff=195745</id>
		<title>v0.34:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Glacier&amp;diff=195745"/>
		<updated>2014-01-23T16:05:04Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Summary: Added missing info, removed needless repetition and streamlined grammar. Also, trading is not necessarily &amp;quot;essential&amp;quot;; created section on trade and explained glacial independence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|15:49, 12 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Glaciers''' are extremely cold [[biome]]s, usually found in the northern or southern extremes on larger world maps. The first few layers of any glacier are solid [[ice]].&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no [[tree]]s, [[plant]]s, [[water]], [[animal]]s, [[stone]], or [[ore]]s are typically included. In addition, the [[ice]] can be several z-layers thick, which can make getting to any stone underneath even more challenging.&lt;br /&gt;
&lt;br /&gt;
The lack of soil layers on a glacier combined with freezing temperatures means that above ground farming can not be practiced on them. This also means that by embarking on a glacier, you will be totally unable to grow ''any'' of the aboveground [[crops]]. Your selection of growable produce must all be grown underground, and will be limited to [[sweet_pod|sweet pods]], [[pig_tail|pig tails]], [[dimple_cup|dimple cups]], [[cave wheat]], [[quarry_bush|quarry bushes]] and, of course, [[plump_helmet|plump helmets]].&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful [[fortress]] in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of glaciers are often very isolated, it is entirely possible that you won't see a caravan from the Mountainhomes for anywhere up to 3 years. Migrants may be even more rare. On the plus side however, no hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Consider bringing extra [[domestic animal]]s ([[dog|dogs]] are recommended, as are [[turkey|turkeys]] for their plentiful [[egg_production|egg yield]]) as an emergency food source, and/or to jump-start a long-term [[breeding]] program.&lt;br /&gt;
&lt;br /&gt;
Depending on your level of trade dependency, wood cutters can have little use on a glacier. You may want to sacrifice your wood cutter and axe in favour of another miner and pick. However, be aware that wood is plentiful enough on glacial biomes if you can manage the caverns. Alternatively, if you're &amp;lt;s&amp;gt;a total wuss&amp;lt;/s&amp;gt; looking for an easier experience, you can embark on a locale where a glacier overlaps a forested taiga to bolster your log supply.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is everywhere, so read up on it before you make any major plans. One difference between regular ice and glacier ice that you may want to know before you head out is that, unlike ice from other biomes, glacier ice constructions and workshops do not melt when above ground in the &amp;quot;summer&amp;quot;.  The disadvantage, however, is that it is more difficult to use the ice as a potential water source.  Note that mined out chunks of ice, when melted by being brought underground, will '''not''' produce usable water. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
=== Digging down to the rock layers ===&lt;br /&gt;
&lt;br /&gt;
Due to a bug, down-[[stair]]s and up-down-stairs can't be carved out of ice if the layer immediately below the ice is stone. {{Bug|358}} This makes it impossible to get from the surface down to the stone layers by purely digging stairs. The easiest way to circumvent this is to [[construction|construct]] an up-down staircase from some of the ice you will probably have mined out in the space where you intended to dig one. Despite being on a non-ice layer, the staircase will not melt.&lt;br /&gt;
&lt;br /&gt;
=== Farming and Getting Water ===&lt;br /&gt;
Since glaciers contain no [[soil]] layers you will either have to [[irrigation|irrigate]] or farm in caverns.  Water is required for the former approach, and is also needed at [[hospital]]s for cleaning and to give the wounded something to drink.  There are two ways to get water on a glacier.&lt;br /&gt;
&lt;br /&gt;
==== Underground Pools ====&lt;br /&gt;
All regions of the world have vast underground [[caverns]] (unless the world was [[world generation|generated]] without them), and caverns almost always have large pools of water.  Further, if the pool abuts the edge of your embark area, new water will fill in from the edge, giving you an infinite source of water.  On the down side, it can take a while to find the caverns, since digging straight down isn't guaranteed to breach them, and there's a small chance of aquatic monsters escaping from the cavern, or worse, not being able to find any water.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;quick-and-dirty&amp;quot; approach that springs to mind for this is to simply dig one z-level above the water and build a well, but beware that aquatic beasts can and will climb into your fortress through your well. The approach below allows for a safe, sealed off reservoir.&lt;br /&gt;
&lt;br /&gt;
To safely (without having to wander around inside the cavern) tap into an underground pool, consider the following diagram:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
WWWWWWWWW&lt;br /&gt;
▓▓▓▓X▓▓▓▓&lt;br /&gt;
▓▓▓▓B▓▓▓▓&lt;br /&gt;
▓▓▓▓.▓▓▓▓&lt;br /&gt;
▓▓▓▓.▓▓▓▓&lt;br /&gt;
▓S......▓&lt;br /&gt;
▓.......▓&lt;br /&gt;
▓.......▓&lt;br /&gt;
▓.......▓&lt;br /&gt;
▓.......▓&lt;br /&gt;
▓F▓▓▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* W = water&lt;br /&gt;
* ▓ = stone wall&lt;br /&gt;
* X = last wall to dig out&lt;br /&gt;
* B = floor with [[floodgate]] or [[bridge|drawbridge]]&lt;br /&gt;
* F = wall or optional floor with floodgate (for [[irrigation]])&lt;br /&gt;
* . = floor with optional paved [[road]]&lt;br /&gt;
* S = up stairs or ramp&lt;br /&gt;
&lt;br /&gt;
Then do the following steps:&lt;br /&gt;
&lt;br /&gt;
# Dig down to the same level as the pool (not to the surface of the pool) and dig out the reservoir (rectangular region) with stairs (or ramp) leading out.   &lt;br /&gt;
# If you're going to use the reservoir for [[irrigation]] then dig an outlet from the reservoir at the F, install a floodgate at its mouth, and hook it up to a [[lever]].&lt;br /&gt;
# Dig a tunnel to the pool, leaving one tile's worth of stone between the tunnel and the water (the X in the diagram).&lt;br /&gt;
# Install a [[floodgate]] or a south-raising [[bridge|drawbridge]] at the end of the tunnel and hook it up to a lever.&lt;br /&gt;
# Have a dwarf dig out the X.&lt;br /&gt;
&lt;br /&gt;
The dwarf who dug the X should be able to get back to the stairs/ramp in time to not [[swimming|drown]].  To make extra sure of not drowning, ensure at least one dwarf is idling and have him/her pull the lever to the floodgate/drawbridge as soon as the wall is breached, then lower it again to let the reservoir fill.  To make extra, ''extra'' sure, embark with a dwarf with a single point in the [[swimming]] skill, and have him/her carve the fortification.&lt;br /&gt;
&lt;br /&gt;
Use a drawbridge instead of a floodgate at the end of the tunnel to prevent [[building destroyer]] aquatic/amphibious monsters from swimming into the reservoir and enter the rest of your fortress.  A floodgate wouldn't stop a building destroyer, and monsters can swim through fully submerged [[fortification]]s. {{Bug|3327}}  If you're going to use this reservoir for a [[well]] then closing off it off with a drawbridge is very important, since some building destroyers can swim ''and'' fly.  If you're only going to use it for irrigation then you can use a floodgate and then simply [[wall]] off the reservoir once you're done with it, since building destroyers can't affect walls.&lt;br /&gt;
&lt;br /&gt;
If you're going to use the reservoir for a well you should cover its floor with a paved [[road]] to prevent [[tree]]s from growing, because in some circumstances trees can grow underwater. {{Bug|1139}}&lt;br /&gt;
&lt;br /&gt;
==== Dwarven Ice Cutting ====&lt;br /&gt;
&lt;br /&gt;
This may not work, beware.&lt;br /&gt;
&lt;br /&gt;
One quirk of [[dwarven physics]] is that a [[cave-in]] will transform an ice [[wall]] into liquid water.  This can be used to generate water in the following fashion:&lt;br /&gt;
&lt;br /&gt;
To begin, it is best to clear out a large section of the rock underneath all the ice.  Then cut out a 6x6 section of ice (it is easiest to cut out two squares around the part you want to drop so that you won't have any fatalities while channeling out the section of ice).  Channel out the entire piece of ice and it will fall into that cleared out section, immediately defrosting and flooding the area.  Now you can farm!&lt;br /&gt;
&lt;br /&gt;
Before you run out of starting booze, do the same again, but this time do it further away and open 3-4 levels of rock (channel everything away) so that you create a well.  Make sure you make it deep enough or you will create an ice zone that will kill any dwarf that tries to dig it out.  &lt;br /&gt;
&lt;br /&gt;
Continue to cut out chunks of ice, dropping them a few stories, and reaping the benefits as you continue in the fortress.  Be careful channeling as the dwarves are all idiots and like to strand themselves while channeling, and they like to drop their buddies down the hole (which pollutes the future water and creates a huge mess).&lt;br /&gt;
&lt;br /&gt;
Diagram of Ice cutting:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
OOOOOOOOOO&lt;br /&gt;
OCCCCCCCCO&lt;br /&gt;
OCIIIIIICO&lt;br /&gt;
OCIIIIIICO&lt;br /&gt;
OCIIIIIICO&lt;br /&gt;
OCIIIIIICO&lt;br /&gt;
OCIIIIIICO&lt;br /&gt;
OCIIIIIICO&lt;br /&gt;
OCCCCCCCCO&lt;br /&gt;
OOOOOOOOOO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
O = Open area, no channeling, just an area for dwarves to walk&lt;br /&gt;
&lt;br /&gt;
C = Channel area, first dig it out, then channel once every layer is ready.&lt;br /&gt;
&lt;br /&gt;
I = Future water source, now ice.&lt;br /&gt;
&lt;br /&gt;
Once you have dug deep enough to see rock, channel out the entire level (make sure you have an escape route for the miner).  Also, when channeling a large room, do it layer by layer.  Start at the one end and do the entire left side, then the next.  If you just select the entire thing dwarves will die.&lt;br /&gt;
&lt;br /&gt;
Don't drop water anywhere near other tunnels; the ice will break through, and it will be messy.  You can cut off entire sections of fortress to flooding or caved-in sections by doing this, and it wastes a lot of work and ice.&lt;br /&gt;
&lt;br /&gt;
==== Other Approaches ====&lt;br /&gt;
[[Aquifer]]s are sometimes present on glaciers, and magma can be used to melt ice (although the only [[magma_sea|reliable source]] of that is very deep underground). Seaside glaciers can allow you to bring some water in underground, but [[Water#Salt_water|desalinating]] the water will be necessary before it is drinkable by dwarves (or even before it can be designated as a [[Activity_zone#Water_Source|water zone]] for filling ponds).&lt;br /&gt;
&lt;br /&gt;
Beware that flowing sources of [[water]], such as [[river]]s or [[brook]]s, don't ever seem to be present in glacier [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
Trade on glaciers is an issue of contention for some glacial Dwarf Fortress players.&lt;br /&gt;
&lt;br /&gt;
Some players argue that trade is basically essential on a glacial biome. Anyone playing on a glacier will inevitably end up with a lot of rock, so a commonly suggested source of income is rock [[crafts]]. However, beware that ice ''cannot'' be used to make crafts, even if the craftdwarf's workshop is on a z-level with freezing temperatures that would keep the ice from melting. The majority of your imports will be wood, used for making beds and other necessities, as well as fuel for making metal objects.&lt;br /&gt;
&lt;br /&gt;
However, also be aware that independence from trade on a glacial biome '''is''' entirely possible. It does require extra effort and careful rationing of certain materials, but it can be done.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Independence ===&lt;br /&gt;
Gaining independence from trade on a glacier is a difficult prospect, primarily because of the lack of wood to be found on glacial biomes. However, even though wood is commonly used in the creation of various constructions and tools, it is almost entirely replacable with either stone or metal crafting. However, there are two wood-based needs in Dwarf Fortress that are trickier to circumvent: beds and fuel.&lt;br /&gt;
&lt;br /&gt;
==== Beds ====&lt;br /&gt;
The need for wood in the construction of beds is unavoidable: no other material in the game can be used to make them. However, that is not to say that trade is the only thing that can supply wood. The answer here lies in [[caverns]]. Caverns grow trees on their soil constantly, and if correctly managed, can be turned into [[tree_farm|tree farms]]. However, the trade-off is that to supply wood for beds early, aggressive expansion into the caverns will be required, which can be extremely [[fun]]. In light of this, it is recommended to bring at least seven logs with you on embark to build beds for your first seven dwarves, and to read up on [[caverns]] and their [[Giant_olm|dastardly]], [[Troll|dangerous]] [[Crundle|darting]] [[Cave_crocodile|denizens]].&lt;br /&gt;
&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
[[Fuel]] is a different matter; wood does not have to play a part in its production. If you are very lucky, you may find [[bituminous coal]] or [[lignite]], the two stones which can be turned into fuel for metalwork, but the odds are that you will have to do without. For this, your best option is to get down to the [[magma sea]] as soon as you can to build magma-based [[smelter|smelters]], [[forge|forges]] and the like, or at least as soon as you need to start using metal. This has the added advantage of quite possibly leading you to discover additional caverns (and thus sources of wood and water) along the way.&lt;br /&gt;
&lt;br /&gt;
Needless to say, read up on [[magma]] before attempting this. Magma's usage can lead to an awful lot of unexpected [[fun]] in inexperienced hands. Also take a look at the [[magma_crab|various]] [[fire_imp|other]] [[magma_man|hazards]] that can confront anyone working with the magma sea, and consider channelling some of the sea into a reservoir or using a [[screw_pump|pump]] to isolate your working dwarves from them. Once you have got the hang of it, magma really is a blessing because of its lack of limitations; the magma sea is not about to &amp;quot;run out&amp;quot; of magma, and it also makes for good &amp;lt;s&amp;gt;[[elf|hippie]]&amp;lt;/s&amp;gt; [[refuse|garbage]] disposal. Also, if you are very lucky indeed, you may well stumble across [[adamantine|something special]].&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
'''On neutral glaciers appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Polar bear]]&lt;br /&gt;
* [[Yeti]]&lt;br /&gt;
* [[Weasel]]&lt;br /&gt;
&lt;br /&gt;
'''On evil glaciers appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Blizzard man]]&lt;br /&gt;
* [[Ice wolf]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Ice that is underground melts, but creates only useless puddles of water (marked as a cyan double tilde) identical to water dumped from a [[bucket]].  These puddles can only be cleaned.  They cannot form usable water (blue tilde with depth attribute).  Dumping block after block of mined ice blocks indoors will simply result in a huge stack of useless &amp;quot;water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Glaciers are very unlikely to have a source of [[shell]]s.  Thus, you may want to mod the game so that some other material can be used in place of shells for the occasional [[strange mood]]s which call for them; see [[Shell]] for details.&lt;br /&gt;
&lt;br /&gt;
Some glacier biomes have such low temperatures that your dwarves and animals may die if exposed aboveground for too long.&lt;br /&gt;
&lt;br /&gt;
Water in [[bucket]]s does not freeze above ground so you can designate an area as a pool, tell dwarfs to fill it, then smooth and engrave your new ice fort.&lt;br /&gt;
&lt;br /&gt;
== Volcanoes and Glaciers ==&lt;br /&gt;
If you embark on a Glacier Biome with a Volcano you might think it would be a good idea to erupt the volcano (dig a hole into its side) onto the glacier ice. This will indeed cause some interesting effects like multiplying the amount of ice, casting obsidian and spamming you with cavern&amp;quot; collapsed&amp;quot; messages. The ice will expand due to the fact that one molten wall of ice will become 7 units of water, potentially flowing apart in all directions and freezing into new walls of ice immediately, which can then melt into 7 ''more'' units of water. If the water flows to the same square as the magma it will turn to obsidian. Both the ice and the obsidian walls may not be connected to another solid wall so a lot of cave-ins will occour.&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_sea&amp;diff=195734</id>
		<title>v0.34:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_sea&amp;diff=195734"/>
		<updated>2014-01-22T22:01:23Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Assuming the semi-colon is an attempt to emulate conversational English, a period should be used. Semi-colons have one use only: splitting equivelant clauses.&lt;/p&gt;
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&lt;div&gt;{{quality|Fine|17:24, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
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The '''Magma sea''' is a large, multi-level 'sea' of [[magma]] that expands across the entire world. These can typically be found by around Z level -120 (though this seems to vary wildly (minimum -5 maximum -450 z level){{verify}}. The '''magma sea''' is always found below the last [[Cavern]] level. &lt;br /&gt;
&lt;br /&gt;
It is not uncommon to find multiple z-levels of pillars of [[Raw adamantine]] in the magma sea (in fact, a 3x3 embark square guarantees at least one).&lt;br /&gt;
&lt;br /&gt;
In addition, around and under the magma sea is [[semi-molten rock]], which is impassible. There is [[Demonic fortress|a catch]] however. [[Hidden_Fun_Stuff|Two]], actually.&lt;br /&gt;
&lt;br /&gt;
Any items or natural rock walls dropped into the magma sea (specifically, onto &amp;quot;magma flow&amp;quot; tiles above semi-molten rock) will vanish without a trace.&lt;br /&gt;
&lt;br /&gt;
Stockpiles may not be placed on a Magma Flow tile. However, the Magma Flow tile can be 'destroyed' by creating a construction on top of it and removing the construction.&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
* [[Fire imp]]&lt;br /&gt;
* [[Fire man]]&lt;br /&gt;
* [[Fire snake]]&lt;br /&gt;
* [[Magma crab]]&lt;br /&gt;
* [[Magma man]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=195733</id>
		<title>v0.34:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=195733"/>
		<updated>2014-01-22T21:53:59Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: /* Merchant Swindles */ More concise wording.&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
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An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[Main:cheating|cheating]]' because exploits occur within the game as written and do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Main:Dwarf Fortress|Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a [[Manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]].  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A Quantum Stockpile (QSP) allows you to store an infinte number of items in a single tile.  QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].  &lt;br /&gt;
&lt;br /&gt;
Note that, due to {{bug|5994|cat=nocat}}, deconstructing [[construction]]s near a quantum stockpile can potentially create many simultaneous [[hauling]] jobs. There is currently no easy way to prevent this. Undumps, due to their single-job nature, will not have this problem, and minecart stops will generate only a limited number of jobs due to their [[minecart#Capacity|capacity]].&lt;br /&gt;
&lt;br /&gt;
=== Simple Quantum Stockpiles ===&lt;br /&gt;
The simplest QSP is created by designating a garbage pit zone instead of a [[stockpile]], dumping the items you want to store and then reclaiming them when you are ready to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
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=== The Minecart Stop ===&lt;br /&gt;
This method allows the type of items to be stored in the Quantum Stockpile to be completely controlled and to be as broad or specific as required.  Collection of items is automatic with no user input required (just like a normal stockpile), and the number of haulers collecting for the stockpile is controlled by the size and number of receiving stockpiles.  Distribution is also automatic, with dwarves coming to collect items as needed (just like from a normal stockpile).&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever.  The steps below are to create a standalone Quantum Stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
  rrrr     r receiving stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   d       d distribution stockpile&lt;br /&gt;
&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}}.  Ensure you set the dumping direction {{K|d}}.&lt;br /&gt;
# Designate a 1x1 distribution stockpile {{K|p}} on the square where the stop will dump and define preferences {{K|q}} to make the settings {{K|s}} store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}.&lt;br /&gt;
# Designate a receiving stockpile {{K|p}} (can be anywhere, but optimally right next to the constructed track stop) of any size.  The larger it is, the more dwarves will simultaneously collect items.  Define the preferences{{K|q}} of this stockpile to be the same as the distribution stockpile, with the possible exception of the number of wheelbarrows.  If the QSP is for heavy items (eg loose [[stone]]s), you may want to use wheelbarrows in the receiving stockpile to speed up collection.  Wheelbarrows will place a limit of up to three dwarves simulatenously collecting, unless you make multiple receiving stockpiles, each with its own set of wheelbarrows.&lt;br /&gt;
# Construct a new hauling route {{K|h}}, assign a vehicle {{K|v}} (You'll need to make a mine cart), and define a new stop {{K|s}} on your constructed track stop.   {{K|Enter}} to define the stop, {{K|Enter}} again to set the desired items to the same as your stockpiles, {{K|x}} to remove all existing conditions, {{K|s}} to make a stockpile link and choose the receiving stockpile/s to tell the minecart track stop to take from them.&lt;br /&gt;
&lt;br /&gt;
It is a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store. &lt;br /&gt;
&lt;br /&gt;
This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}), and all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place). [[Food]] stored using this method tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels. This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
&lt;br /&gt;
=== The Undump ===&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented.  While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.  &lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
Drawbacks to this design:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
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== Building destroyer door ==&lt;br /&gt;
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Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
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== HFS's back door ==&lt;br /&gt;
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There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]].  Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals.  See the page for [[semi-molten rock]] for details.&lt;br /&gt;
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== Forgotten beast zoo ==&lt;br /&gt;
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Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
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Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
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== Dwarven Water Reactor ==&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] requires 10 power to move water;  a [[water wheel]] supplies 100 power if it's got water moving it.  Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available.  See [[Water wheel#Perpetual motion|here]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the Shield-wall ==&lt;br /&gt;
&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel/bag for free ==&lt;br /&gt;
&lt;br /&gt;
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]].  You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel.  Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s.  Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite Adamantine / Metals ==&lt;br /&gt;
&lt;br /&gt;
Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return.  Smelt a stack of coins, then trade it to a caravan.  You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars.  One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return.  The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread].  While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker.  Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]'s rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Radar ==&lt;br /&gt;
&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the carverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Dwarven vacuum cleaner ==&lt;br /&gt;
&lt;br /&gt;
Due to a &amp;lt;s&amp;gt;bug&amp;lt;/s&amp;gt; feature in the current version, removing a [[construction]] teleports all free items in the surrounding map tile to the location of the removing dwarf. The teleported items can even travel through solid rock, providing a very safe, quick, and convenient means to empty traps and battlefields of corpses and spoils. Of particular note, drowning pools can be emptied without draining and refilling their water. After &amp;quot;vacuuming&amp;quot; everything into a safe area, your dwarves can sort through the loot at their leisure.&lt;br /&gt;
&lt;br /&gt;
== Shaft of Enlightenment ==&lt;br /&gt;
&lt;br /&gt;
Creatures with at least Dabbling in a weapon skill that fall onto an [[DF2012:Spike#Upright_Spear.2FSpike|upright spear / spike]] with an appropriate weapon equipped can experience godly increases in certain combat skills, up to [[legendary]] +70.{{bug|6397}} A drop of 2-3 [[z-level]]s, low-quality wooden [[training spear]]s, and wooden floors are recommended to maximize survivability. See this [http://www.bay12forums.com/smf/index.php?topic=134512.0 forum thread] for details.&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Challenges&amp;diff=195707</id>
		<title>v0.34:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Challenges&amp;diff=195707"/>
		<updated>2014-01-21T13:50:23Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Too many mistakes and left out pieces of info to list succinctly. See list here: http://pastebin.com/86zaQyBi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}}&lt;br /&gt;
==Pre-Embark Build Ideas==&lt;br /&gt;
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of [[fun]]), leaving you to other challenges.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Minimalist/Survivalist build===&lt;br /&gt;
&lt;br /&gt;
* 1 anvil&lt;br /&gt;
* 1 copper ore&lt;br /&gt;
&lt;br /&gt;
Nothing else. From that alone, forge your pick and axe.  Real dwarves won't need to peek...&lt;br /&gt;
&lt;br /&gt;
{{Spoil small|&lt;br /&gt;
* Deconstruct the initial wagon for the 3 wood it provides.&lt;br /&gt;
* Build a wood furnace with the copper nugget&lt;br /&gt;
* Make 1 ash and 2 charcoal from the wood.&lt;br /&gt;
* Deconstruct the wood furnace.&lt;br /&gt;
* Build a smelter with 1 ash ''(a fire-safe &amp;quot;bar&amp;quot;)''.&lt;br /&gt;
* Smelt the nugget into 4 copper bars using 1 charcoal.&lt;br /&gt;
* Build a metalsmith's forge with 1 anvil and 1 copper bar.&lt;br /&gt;
* Forge a battle axe using 1 copper bar and 1 charcoal.&lt;br /&gt;
* Chop some trees.&lt;br /&gt;
* Construct a wood furnace with a copper bar.&lt;br /&gt;
* Make more charcoal.&lt;br /&gt;
* Forge a pick.&lt;br /&gt;
... and proceed as normal.|Step-by-step}}&lt;br /&gt;
&lt;br /&gt;
===Peasantry===&lt;br /&gt;
* Spend 0 Points on embark&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
The wooden axes of recent versions make this challenge a lot less gruelling. All you end up with is a fort that decided not to dig until the first caravan. Of course, you could just choose not to use wooden axes (on the honor system, naturally) or to embark in a place too dwarfy for aboveground trees. Deserts and glaciers are excessively dwarfy, though - with no plants and no water, there's no way to survive till caravans arrive (none of the starting dwarves can drink blood). You don't need a trade depot if ''something'' happens to a caravan that carries a pick.&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
* Military skills&lt;br /&gt;
* Weapons, ammunition, armor, war dogs&lt;br /&gt;
* Picks are not weapons&lt;br /&gt;
&lt;br /&gt;
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.&lt;br /&gt;
&lt;br /&gt;
===Elves - The Ultimate Hippy Challenge===&lt;br /&gt;
Peace, man.&lt;br /&gt;
* Don't gather plants except those you plant yourself. &lt;br /&gt;
* Don't gather wood nor trade for it with humans or dwarves. &lt;br /&gt;
* Trade for plants and wood only with the elves; they understand your environmental code. &lt;br /&gt;
* Don't burn any [[fuel|coal]]. Do you know what that does to the environment, man?&lt;br /&gt;
**Magma-smelting is an option, but steel can't be had.&lt;br /&gt;
* Don't cause any creature's death, except in self-defense.&lt;br /&gt;
**No military, induced submerging, or lethal implementation of corkscrews.&lt;br /&gt;
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.&lt;br /&gt;
* [[Elf|Hippies]] prefer sunlight and wooded areas, with minimal use of rock (digging and building).&lt;br /&gt;
&lt;br /&gt;
Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
Alternatively, mod the game and actually play as elves. Swapping the species tags is the easy way. Moving the civ_controllable tag is the hard way. Enjoy not being able to make anything, unless you add training axes as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbitton===&lt;br /&gt;
Forget about deep-delving adventures and armoursmithing. You're playing hobbits.&lt;br /&gt;
&lt;br /&gt;
* You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort.&lt;br /&gt;
** Hobbit-holes are all on one level - store-rooms, wine-cellars, bedrooms and all.&lt;br /&gt;
** One family per hobbit-hole, though that may include the help. No underground connections between holes, either.&lt;br /&gt;
** Walls are to be lined with blocks of good polished wood, or clay bricks. Floors can be surfaced in stone or wood. &lt;br /&gt;
** Don't forget your glass skylights and brick chimneys over the kitchen! While you're at it, how about a greenhouse for those exotic plants?&lt;br /&gt;
&lt;br /&gt;
* Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals and avoid industrial mining.&lt;br /&gt;
&lt;br /&gt;
* Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill. &lt;br /&gt;
&lt;br /&gt;
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humans - Living Large and Standing Tall===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|human]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.&lt;br /&gt;
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.&lt;br /&gt;
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.&lt;br /&gt;
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.&lt;br /&gt;
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.&lt;br /&gt;
* BOUNS: Miniproject: Have a series of canals for transport.&lt;br /&gt;
* BONUS: Easy Play: Embark on top of a Human Town.&lt;br /&gt;
* BONUS: Don't use any dwarven physics,ex.atom smashers, perpetual motion devices.&lt;br /&gt;
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as [[mega construction|one huge arcology]].&lt;br /&gt;
* MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Humans&amp;quot;===&lt;br /&gt;
Make your dwarves pretend to be an ordinary, albeit short human village, to disguise the secret diggings below. Prepare to launch an invasion on the unsuspecting Big Folk.&lt;br /&gt;
&lt;br /&gt;
* Embark as close to the human towns as possible.&lt;br /&gt;
* Construct a &amp;quot;manor house&amp;quot; to house your mayor and broker, with a stone-walled ground level containing office, dining room and kitchens, wood-block walls and windows above for the mayor's bedroom, and a large cellar with a discreetly concealed entrance to the Secret Fortress. &lt;br /&gt;
* Construct a walled village including a token number of shacks, barns and workshops, a mill and a blacksmiths' for that authentic touch. &lt;br /&gt;
* Surround the village with large fields, growing typical human crops.&lt;br /&gt;
* While all this is going on, excavate an extensive fortress underground, with a focus on a well-trained militia. If the map permits, build a secret training area for your army, perhaps hidden in the top of a large hill.&lt;br /&gt;
* Trade only raw crops to the human and elven caravans, in exchange for the minor needs of a human village. &lt;br /&gt;
* Lure the goblins underground before meeting them in battle - best to hide the evidence, you understand.&lt;br /&gt;
&lt;br /&gt;
===Luddite===&lt;br /&gt;
Shun technology and contraptions. Who can really trust them, with all those [[Gremlin|gremlins]] running around? This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
** BONUS: Hey, wait, aren't crossbows machinelike?&lt;br /&gt;
&lt;br /&gt;
===Earthworms===&lt;br /&gt;
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..&lt;br /&gt;
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. &lt;br /&gt;
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.&lt;br /&gt;
* To make it easier, you can come up to the surface now and then.&lt;br /&gt;
* Try to keep the tunnel as short as possible.&lt;br /&gt;
* Like this: ||||||||==========&amp;gt; (| is walled off end section, = is tunnel and &amp;gt; is the miners.&lt;br /&gt;
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!&lt;br /&gt;
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!&lt;br /&gt;
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!&lt;br /&gt;
* MEGABONUS: Leave a group of dwarves behind in a cavern farming. Carry no food, and return to the cavern to restock the dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Kill demons ===&lt;br /&gt;
Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.&lt;br /&gt;
&lt;br /&gt;
===Eskimo===&lt;br /&gt;
Live like the Eskimo! Only try if you are an expert&lt;br /&gt;
* Embark somewhere with tundra or glacial biome.&lt;br /&gt;
* Lot of fishermen, hunters and only a few diggers.&lt;br /&gt;
* Every dwarf is at least novice mason&lt;br /&gt;
* Build everything out of ice.&lt;br /&gt;
* Only spears and crossbows allowed in the military&lt;br /&gt;
* BONUS: Axes? what axes?&lt;br /&gt;
* BONUS: Only BONE crossbows, bolts and spears. Metal is for losers.&lt;br /&gt;
* BONUS: Embark near an ocean and create a floating ice fortress.&lt;br /&gt;
&lt;br /&gt;
===Amazon dwarves===&lt;br /&gt;
*Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.&lt;br /&gt;
*BONUS: military use only bows and spears.&lt;br /&gt;
*DOESTHISMAKEITOFFENSIVE Bonus: Do the same but with women instead&lt;br /&gt;
&lt;br /&gt;
Alternative: Instead of killing the males, use them as slaves and make them work for the females dwarves. Put all the females in the military, no male nobles allowed.&lt;br /&gt;
&lt;br /&gt;
===The Oregon Trail===&lt;br /&gt;
Settle like those who traveled the (in)famous Oregon Trail.&lt;br /&gt;
*Optional: Wait to stop world gen until the year 1840.&lt;br /&gt;
*Embark in an area that has mostly grassland biome.&lt;br /&gt;
*Bring 10 food and 15 booze per dwarf.&lt;br /&gt;
*All dwarves must embark as peasants.&lt;br /&gt;
*Bring a few rabbits along for skins.&lt;br /&gt;
*Bring a few chickens along for eggs, meat and skins.&lt;br /&gt;
*Bring 10 copper bars and three random rocks, but only one axe and pick.&lt;br /&gt;
*If points allow, bring some leather along.&lt;br /&gt;
*If points allow, bring some cloth along.&lt;br /&gt;
*Hint: You may want to find an area with clay.&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
*Set one miner, one woodhacker, one main farmer, one weaver/clothier, one potter/glazer, one metalsmith and one glassmaker/gem cutter if you have or found sand.&lt;br /&gt;
*All dwarves must plant their own crops, process their own plants, spin their own cloth and cook their own meals.&lt;br /&gt;
*Chop down enough of one tree to make one 4x5 inner-tile log cabin.&lt;br /&gt;
*Repeat the above step for the rest of the 6 dwarves you came with.&lt;br /&gt;
*Hint: Use a rock you brought with to make a kiln. Set a clay collection zone and set Collect Clay on repeat. Use the clay to make houses, instead.&lt;br /&gt;
*Dig your dwarves a 5x5 root cellar and place food stockpiles in them.&lt;br /&gt;
*Place a 10x10 farm plot by each dwarf's cabin.&lt;br /&gt;
*Dig a side hill mine for stone and ore, and make it go down 5 to 6 levels.&lt;br /&gt;
*BONUS: Make a huge 40x40 quarry and decrease size by 2 tiles for each level going down.&lt;br /&gt;
*Settler BONUS: Place 1x10 farm plots that all grow the same crop 1 tile from each other, channel between them, tap into a surface river, and voila. Western-style irrigation.&lt;br /&gt;
*See how long you can survive like this.&lt;br /&gt;
*Modding BONUS: Mod the raws and actually embark as humans.&lt;br /&gt;
*Naming BONUS: Name the fort 'Tombstone'.&lt;br /&gt;
*Modding BONUS: Mod the raws to make sentinents butcherable, cause a food shortage and attempt to recreate the Donner Party.&lt;br /&gt;
*Modding BONUS: Add dysentery.&lt;br /&gt;
*Mega Modding BONUS: Add guns and bullets of some sort.&lt;br /&gt;
&lt;br /&gt;
As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!&lt;br /&gt;
&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with [[Ambusher|ambushing]])&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
* BONUS: Make one state for only nobles and force the other states to sustain it&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
Burrows are very useful for this.&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
****MEGAUBERLITERARYBONUS: build the community from &amp;quot;The Giver&amp;quot;, all dwarves keep all jobs they come with, 3-time troublemakers get &amp;quot;released&amp;quot; (spoiler alert) use magma instead of lethal injection, and remember, no death or pain! (mod the game for ultra control over marriage and jobs!)&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
* BONUS: Construct a large sickle-hammer at the fortress enterance to show the regime.&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE [[Pick]]&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrant|immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
* Become a lone fisherman. The old man and the sea.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
*BONUS: Make the two areas self-sufficent of each other, no resource-sharing.&lt;br /&gt;
*BONUS: Make the main construction capable of dispatching any interlopers into the main building through drowning.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Slip the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
* D'ont forget to cry &amp;quot;Havoc!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===28 Drinks Later===&lt;br /&gt;
&lt;br /&gt;
*Embark in an evil biome. Set up a wall around your camp. Never leave the perimeters. All migrants are survivors from the Zombie plagued cities, decide carefully whether to let them into your walls.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are infected, sacrifice them to [[Main:Armok|Armok]]. Remember, he loves Magma!&lt;br /&gt;
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite. If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Embark in a evil biome near a necromancer, so you will occasionally be besieged by hordes of zombies.&lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
***Bonus: Keep a diary from one of the character's perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Urist of All Trades, Master Of None===&lt;br /&gt;
Opposite of &amp;quot;Master Of One&amp;quot; above.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* Enable all labors on all dwarves, at all times.&lt;br /&gt;
* Since only one of Mining, Woodcutting, or Hunting can be enabled at once, try to have an equal number of dwarves in each job. At least once every year, change them around, try to assign them to whichever they have the lowest skill in. Of course, you can leave out Woodcutters if there are no trees (but enable some if you reach a cavern with underground trees), and leave out Hunters if there are no huntable critters.&lt;br /&gt;
* Make/buy enough Picks, Axes, and Crossbows so any dwarf who wants to try Mining, Woodcutting, or Hunting can at any time.&lt;br /&gt;
* Shuffle around your Administrators yearly, or whenever you notice them getting too skilled in their jobs. You can check the personalities of your replacements to make sure they're at least capable of learning appropriate social skills for the job.&lt;br /&gt;
* Draft any (or better yet, every) dwarf into the military. Use the default uniforms. You can only add Individual Choice Melee/Weapon/Ranged, do not assign specific weapons. Keep a variety of weapons in your stockpiles (including any exotic weapons from other races) so your soldiers have plenty to choose from. Periodically switch out your Militia Commander/Captains and squad leaders, so everyone gets a chance to lead. Unless there is a siege, only 1 squad can be active/training at any time.&lt;br /&gt;
* Always have some areas designated for Digging/Channeling, tree Cutting, Smoothing/Detailing, and Plant gathering, so dwarves can practice Mining, Woodcutting, Stone Detailing, or Herbalism whenever they want.&lt;br /&gt;
* No workshop restrictions via profiles or burrows. Let anyone work anywhere they want, regardless of skill level.&lt;br /&gt;
* Try to build at least 2 of every type of workshop, so if a moody dwarf claims one, other dwarves can still have a chance to try that kind of work.&lt;br /&gt;
* BONUS: If any dwarf manages to become Legendary, disable the labor(s) associated with that skill. If one reaches Legendary in a weapon or other combat skill, discharge them from the military. You may re-enable the labor(s) (or re-enlist) ONLY if the skill rusts all the way back down to Novice.&lt;br /&gt;
* SUPERBONUS: Set that skill threshold lower, (eg. Master, Expert) depending on your own masochism.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the [[Dwarven atom smasher|DAS]])&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Urist McHoHoHo===&lt;br /&gt;
* Embark in a glacier biome&lt;br /&gt;
* Take at least 3 craftsdwarves to serve as Santa's Elves. &lt;br /&gt;
* Export as many toys as possible. These are your only permitted trade good.&lt;br /&gt;
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]&lt;br /&gt;
* Bonus: Cycle nobles frequently, use their mandates as people's wish lists.&lt;br /&gt;
* Mega Bonus: Use [[Olivine]], [[Serpentine]], [[Bauxite]], [[Kaolinite]], [[Cinnabar]], [[Petrified wood]], [[Realgar]], (red and green) to build your fortress.&lt;br /&gt;
* Dwarven Spirit Bonus: Edit the raws to embark with [[elves]]. Utilize elf labor to craft your toys.&lt;br /&gt;
* Mega Dwarf Bonus: Embark with a group of elves, choose the fattest elf to be Santa. Clothe him in reindeer wool clothing, dyed red, with accents of un-dyed wool. Feed him ☼Longland Flour Cookies☼ and reindeer milk. Build a brick fireplace and burn coal for a warm cozy fire. Train Santa to be a legendary pump operator to make him flash red.&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
&lt;br /&gt;
===The Night's watch===&lt;br /&gt;
Make a replica of The Wall from the novel series &amp;quot;A Song of Ice and Fire&amp;quot;&lt;br /&gt;
* Embark on area with north half of terrifying glacier area and south half of some non-evil taiga.&lt;br /&gt;
* IMPORTANT: build a HUGE ice wall to cut the north half away&lt;br /&gt;
* BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else&lt;br /&gt;
* MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which are they assigned to some group and start to be somewhat useful&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming and Cattle Breeding.&lt;br /&gt;
Bonus&lt;br /&gt;
* BONUS: Embark in a desert, so only hunting and (aquifer) fishing.&lt;br /&gt;
** Extra Points: Dont fish in the aquifer. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
* BONUS: No Mechanics and only limited (i.e. only copper) or no metalworking.&lt;br /&gt;
* BONUS: Live underground in the caverns. Create there little huts out of rock and shrooms&lt;br /&gt;
&lt;br /&gt;
===Cave Men===&lt;br /&gt;
Pre-Embark&lt;br /&gt;
An Overworld accessible cave&lt;br /&gt;
&lt;br /&gt;
Post-Embark&lt;br /&gt;
Go into the cave with all your dwarves, and try to survive the harsh environments of the new cave systems.&lt;br /&gt;
You can't use items from ground zero, all wood must be harvested in the caves, along with food.&lt;br /&gt;
&lt;br /&gt;
*Bonus: no trading, who wants to enter that creepy cave anyways?&lt;br /&gt;
*MEGA BONUS: No dogs and no warrior dwarves.&lt;br /&gt;
&lt;br /&gt;
===Fort wars!===&lt;br /&gt;
&lt;br /&gt;
*The initial 7 create 2 forts on opposite sides of a map.&lt;br /&gt;
&lt;br /&gt;
*After the initial 7, 1/2 of all immigrants get assigned to a burrow that encompasses one of the forts. New children get assigned to their parents' fort. Each fort is self-sustaining and produces their own goods. Then it turns into a competition to see which fort can produce the most wealth. &lt;br /&gt;
* Nobles are given free reign and will be quartered in the winning fort.&lt;br /&gt;
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.&lt;br /&gt;
** Bonus points if you make residents of both sides wear only team colors.&lt;br /&gt;
&lt;br /&gt;
===Deep dwarves===&lt;br /&gt;
Following the embark, lock yourself up under the ground.&lt;br /&gt;
Don't let any of your dwarves go outside. Let invaders into your underground maze of doom!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more deep.&lt;br /&gt;
*MEGA BONUS: create a caste of deep dwarves (nobles?), who will only live on the bottommost levels.&lt;br /&gt;
&lt;br /&gt;
===Earth Mover===&lt;br /&gt;
*Do what you need to get a huge guild of miners&lt;br /&gt;
*Dig every square in the map.&lt;br /&gt;
**Hint: you might want to turn cave-in on&lt;br /&gt;
**Another hint: Do you really want to put your castle up there, when your dwarves are digging down there?&lt;br /&gt;
&lt;br /&gt;
===Minimalist===&lt;br /&gt;
The opposite of Earth Mover&lt;br /&gt;
*Only dig a stone you need&lt;br /&gt;
*There should be no unused stones on the map&lt;br /&gt;
*BONUS: No spare items or furniture also&lt;br /&gt;
*MEGA-BONUS: No wars, as war leaves corpses and other useless crap&lt;br /&gt;
&lt;br /&gt;
===Oh, The Humanity!===&lt;br /&gt;
*Live like humans do.&lt;br /&gt;
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other &amp;quot;addon&amp;quot; buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.&lt;br /&gt;
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.&lt;br /&gt;
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.&lt;br /&gt;
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.&lt;br /&gt;
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!&lt;br /&gt;
*All farming must be done with surface plants. No underground plants.&lt;br /&gt;
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.&lt;br /&gt;
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.&lt;br /&gt;
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.&lt;br /&gt;
*BONUS: Every family has its own house. Each house has a &amp;quot;sink&amp;quot; (well), garage (shack) filled with owned tools, a driveway leading to the main thoroughfare, etc. Multiple-floor apartment buildings for the poor/immigrant dwarves. Once they become useful, they become &amp;quot;wealthy&amp;quot; and are moved to better housing. If they get married, they are moved to better housing for a year - if they're not &amp;quot;wealthy&amp;quot; by then, their house is foreclosed. If they arrive married/with kids, they get cheap housing anyway.&lt;br /&gt;
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.&lt;br /&gt;
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. &lt;br /&gt;
**Chop down enough trees to piss off the elves every once in a while. &lt;br /&gt;
**Fill the map with paved roads. Pavement rules!&lt;br /&gt;
&lt;br /&gt;
*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several &amp;quot;restaurants&amp;quot; specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it.&lt;br /&gt;
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security!&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=61614.0 Orbital Defense Network] ===&lt;br /&gt;
&lt;br /&gt;
Build a 40z-level high magma rain-dropper. Build reservoirs connected to a volcano with retractable bridges at the bottom to drop magma on invaders! In a 50 tile wide hexagonal system, a 4x4x4 is all that is needed per reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Prison ===&lt;br /&gt;
Faced with rising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarves to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.&lt;br /&gt;
&lt;br /&gt;
* Only your initial 7 dwarves may do any work&lt;br /&gt;
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the glorious dwarven justice system?&lt;br /&gt;
* Every inmate is locked up in solitary confinement within his/her own &amp;lt;strike&amp;gt;bedroom&amp;lt;/strike&amp;gt; cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.&lt;br /&gt;
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.&lt;br /&gt;
* Should an inmate [[tantrum|start to rebel]] the &amp;lt;strike&amp;gt;[[sheriff]]&amp;lt;/strike&amp;gt; chief warden should restore discipline with an iron hand.&lt;br /&gt;
* It won't take long until a few inmates start to [[strange mood|go insane]] from sensory deprivation. Too bad for them.&lt;br /&gt;
*BONUS: build a lever for mad dwarves to commit suicide by cave-in&lt;br /&gt;
*SUPERBONUS: Have on of your dwarves escape the prison through a tunnel hidden by an engraving&lt;br /&gt;
*SUPERMEGABONUS: Make the escaped dwarf a legendary Bookkeeper and Stonecrafter.&lt;br /&gt;
&lt;br /&gt;
=== Cavernous Dwarves ===&lt;br /&gt;
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.&lt;br /&gt;
&lt;br /&gt;
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)&lt;br /&gt;
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.&lt;br /&gt;
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).&lt;br /&gt;
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.&lt;br /&gt;
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.&lt;br /&gt;
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there are creatures lurking around every corner.&lt;br /&gt;
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.&lt;br /&gt;
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.&lt;br /&gt;
*Optional: you can have 1 year above surface&lt;br /&gt;
&lt;br /&gt;
=== Roman Empire ===&lt;br /&gt;
This challenge tries to emulate Europe during the Roman Era.&lt;br /&gt;
&lt;br /&gt;
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.&lt;br /&gt;
*Steel, Aluminum, and Pig Iron are banned.&lt;br /&gt;
*All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata lorica segmentata]) and iron short swords.&lt;br /&gt;
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.&lt;br /&gt;
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.&lt;br /&gt;
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.&lt;br /&gt;
*BONUS '''Aztec Empire''': All military may only use jaguar leather armor, obsidian short swords, bows, and copper war hammers.&lt;br /&gt;
*BONUS '''Dwarven Aztecs''': Dwarves can only wear cat leather products (Yes, even armor) and the military can only use weapons up to steel metal.&lt;br /&gt;
**MEGA BONUS '''Pre-Historical''': All metal production is banned.&lt;br /&gt;
&lt;br /&gt;
=== Incompetent Advisors ===&lt;br /&gt;
After wrongly advising the king about which stones were safe from magma's fiery heat, he sent you off with a party of six others, most of which never made it out of dwarf high.&lt;br /&gt;
&lt;br /&gt;
*Using the wiki and asking questions on the forums are forbidden!  The king only laughs when your inquiries arrive.  You only know what you knew from the start, anything else has to be tested with experiments&lt;br /&gt;
**BONUS only embark with peasants and only accept immigrants with adequate or lower skills.  &lt;br /&gt;
***MEGABONUS when the king comes (to apologize) decide he isn't sincere and dump him into the magma with his advisors (anyone who comes with him)&lt;br /&gt;
&lt;br /&gt;
===Steve Jackson's Dwarfanoia===&lt;br /&gt;
*Make colored layers for the dwarves to live in Black (infrared), red, yellow orange green blue EVERYTHING in each layer must be that color a purple computer is at the &amp;quot;best&amp;quot; layer&lt;br /&gt;
** If you see a dwarf leave his color to go to a nicer one kill them. &lt;br /&gt;
*** Bonus: make it impossible to function without crossing the color boundary once in a while.  (bedroom must cross a blue hallway or something)&lt;br /&gt;
**** hey wait, didn't the blue dwarves make the purple computer? and its room?&lt;br /&gt;
** decide with random goals or by random when dwarves may go to the next color&lt;br /&gt;
** Bonus: everybody in the black level should be miserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic. &lt;br /&gt;
* computer is in charge of random death traps&lt;br /&gt;
* encourage grudges between dwarves&lt;br /&gt;
** put dwarves with grudges in the same military unit&lt;br /&gt;
*Sheriff is the most deadly dwarf (and everybody other than soldiers go in civvies)&lt;br /&gt;
*Bonus make a weapons testing area which may kill the dwarves or give them awesome weapons via untested modding.&lt;br /&gt;
** Extra bonus -- the weapons are all either effective or deadly.&lt;br /&gt;
*Mega bonus -- have the computer give a sign to check happiness.  Press &amp;quot;v&amp;quot; if the first dwarf it finds is unhappy or had an unhappy thought kill them.&lt;br /&gt;
&lt;br /&gt;
Notes: I think you have to mod [mostly from scratch) for orange, so instead you may make cheap stone layer, flux stone etc,  or just skip orange.&lt;br /&gt;
&lt;br /&gt;
===Paladins===&lt;br /&gt;
* decide which dwarves are paladins and which are support -- paladins refuse to work and support may not fight&lt;br /&gt;
* embark to an evil (preferably terrifying) locale&lt;br /&gt;
* nothing evil may live&lt;br /&gt;
** how to define evil: standard -- use the wiki -- if it says that it lives specifically in an evil climate, it is.&lt;br /&gt;
** bonus - include trees&lt;br /&gt;
** bonus - all non-good&lt;br /&gt;
** bonus - all non-dwarf&lt;br /&gt;
** bonus - all non-controlled dwarf&lt;br /&gt;
** ultra-bonus - all non-related to the 7 first dwarves&lt;br /&gt;
* no profit may be made from anything evil -- that includes trees and plants.&lt;br /&gt;
* if all paladins die, end your game -- the other dwarves have no purpose there and will leave/ commit suicide&lt;br /&gt;
* how long will you survive?&lt;br /&gt;
&lt;br /&gt;
===Survivor Dwarves===&lt;br /&gt;
Dwarves try to survive, stranded on an uninhabited island.&lt;br /&gt;
&lt;br /&gt;
* Find an island in your generated world (or keep making worlds until at least one island appears).&lt;br /&gt;
* Try to ensure that there are no neighbors on the island (except other dwarves, of course).&lt;br /&gt;
** Bonus: try to find an island that only has hostile neighbors (ie [[goblin|goblins]], [[Kobold|kobolds]], [[Evil#Evil|evil]]).&lt;br /&gt;
* Take only the bare essentials along with you (see [[Challenges#Minimalist.2FSurvivalist_build|Minimalist/Survivalist]] build above).&lt;br /&gt;
** Bonus: only peasants managed to survive the incident which landed your dwarves on the island (see [[Challenges#Peasantry|Peasantry]] above).&lt;br /&gt;
* NO TRADING! Ignore the dwarven traders that come (or kill them).&lt;br /&gt;
* [[immigrant|Immigrants]] are now other survivors; limit the number of survivors your island can have (either by changing the population cap or just killing off new immigrants).&lt;br /&gt;
** Bonus: play 'Survivor' with your dwarves and have them vote a dwarf 'off the island' once a month (or some other frequency).&lt;br /&gt;
*** Bonusx2: tribal colony sacrifices any dwarf that is 'voted off'.&lt;br /&gt;
** Bonus: new survivors (immigrants) are a rival survivor band (or tribal dwarves) that are trying to steal your supplies/kill you. Kill them or sacrifice them to Armok!&lt;br /&gt;
&lt;br /&gt;
* Bonus: try to build large outdoor fires to signal rescue craft.&lt;br /&gt;
* Bonus: if a new mayor is elected, sacrifice the old mayor for 'failure to ensure the rescue of the survivors.' (Obviously you will need a large enough population to be able to have mayors).&lt;br /&gt;
&lt;br /&gt;
===Venice===&lt;br /&gt;
Build a perfect replica of Venice.&lt;br /&gt;
&lt;br /&gt;
*Building next to a river-side, carve out canals and make a picture-perfect replica or Venice, down its basilicas and plazas.&lt;br /&gt;
*Make sure to have an expansive glass industry.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  make models of other famous historical-era cities.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Hoarder Challenge===&lt;br /&gt;
(edit and improve this please)&lt;br /&gt;
&lt;br /&gt;
Step 1: Embark with 7 proficient miners and 7 picks.&lt;br /&gt;
&lt;br /&gt;
Step 2: Once you reach the outpost location, strip the outside world of all valuable minerals.&lt;br /&gt;
(valuable = metal ores, gems and anything else that you can make a decent profit from)&lt;br /&gt;
&lt;br /&gt;
*BONUS : Ravage the land! Take everything! Cut down every tree, gather all the plants! Leave NOTHING outside!&lt;br /&gt;
&lt;br /&gt;
Step 3: Mine deep underground and make a very large room to store all of your wealth in.&lt;br /&gt;
&lt;br /&gt;
Step 4: Kill and loot the bodies of all migrants and caravans that come to your fortress and take it down into the stockpile&lt;br /&gt;
&lt;br /&gt;
*BONUS: Put all nobles that arrive in cage traps in your stockpile.&lt;br /&gt;
&lt;br /&gt;
Step 5: Do what you did in step two, but underground!&lt;br /&gt;
&lt;br /&gt;
Step 6: Install over complicated, dwarfy defenses to your underground stockpile.&lt;br /&gt;
&lt;br /&gt;
Step 7: Continue until the King or Queen arrives.&lt;br /&gt;
&lt;br /&gt;
Step 8: Cage them and store them in the stockpile.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Cast them in obsidian and have the obsidian mined and carved into masterwork statues.&lt;br /&gt;
&lt;br /&gt;
**MEGABONUS: Make them statues of the nobles you have captured thus far. (Including the king or queen.)&lt;br /&gt;
&lt;br /&gt;
Step 9: Continue until your fortress crumbles in a spectacular and hilarious way.&lt;br /&gt;
&lt;br /&gt;
Step 10: Brave your defenses in adventure mode and gain access to your great fortune!&lt;br /&gt;
*BONUS: Make sure one of the founding dwarfs survives, after possibly killing every other founder, so you must fight the berserk HoardLord to get the fortune!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Make a system so the nobles stay alive.&lt;br /&gt;
**MEGABONUS: Make a system so the nobles can be set free.&lt;br /&gt;
***MEGADWARVENBONUS: Make that system be part of the defenses so when you get to the stockpile the nobles are released and tear you apart.&lt;br /&gt;
&lt;br /&gt;
NOTE: Modding may be required so the nobles stay there and so that you may release them.&lt;br /&gt;
&lt;br /&gt;
===You Can't Teach an Old Dwarf New Tricks===&lt;br /&gt;
* Never enable new labors.&lt;br /&gt;
* You may disable labors, but never re-enable them. Disabled labors on your Broker/Expedition Leader to stop distractions from them meeting the Caravan/Trade Liaison? Now, diplomacy is all they're good for.&lt;br /&gt;
* Only dwarves who already have combat skills when they immigrate/embark may join the militia. Assign whatever armor you want, but only assign them weapons they are already skilled with, NOT &amp;quot;Individual Choice&amp;quot;. They're skilled in some foreign weapon, like blowgun? Better try your darndest to get them a blowgun if you want them to be useful!&lt;br /&gt;
* &amp;quot;I have tenure&amp;quot; - The Nobles/Administrators you appoint keep their positions for life, even if somebody with better skills/personality shows up. You can only appoint new dwarves when the position opens up due to the previous Noble's death/madness. [[Unfortunate_accident|Intentionally forcing the position open]] is against the rules of this challenge.&lt;br /&gt;
&lt;br /&gt;
EASYMODE variations:&lt;br /&gt;
* Enable whatever labors you want on your starting seven, regardless of the skills you've given them, to make sure all your initial bases are covered. You can only do this right at the start of the game though, as soon as you unpause you're stuck with your choices.&lt;br /&gt;
* When immigrants show up with multiple skills, often only the labors associated with the highest-ranked skills will be enabled. Go ahead and enable all the labors in which the dwarf has at least Novice skill. However, you can only do this right when the immigrant first arrives (while there is a flashing X over the character).&lt;br /&gt;
* Unskilled Peasant immigrants and dwarven children who grow up may be assigned ONE labor. You can only do this right when they show/grow up, so check the population on your status screen to see what jobs your fortress is lacking, and choose carefully. If you play without this variation, your Peasants are destined to be nothing more than haulers/cleaners (and harvesters if you have &amp;quot;all dwarves harvest&amp;quot; enabled in the .ini), or deadbeat welfare bums if you disabled their labors for some reason.&lt;br /&gt;
** SUPEREASYMODE variation of the above: new Peasants may be assigned 1 labor Category, ex. press shift+enter on the Stoneworking category to enable Masonry and Stone Detailing.&lt;br /&gt;
&lt;br /&gt;
==Arbitrary Law==&lt;br /&gt;
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===Work with what you have===&lt;br /&gt;
* Build for one year as you normally would. Be as efficient as you like.&lt;br /&gt;
* At the end of the year, no more mining, constructing, or anything else.&lt;br /&gt;
* Wood may be gathered&lt;br /&gt;
* Walls may be constructed, but can only be used in already-existing constructions, like dividing a room into multiple separate rooms&lt;br /&gt;
* No new aboveground/belowground space-creation. You may only use the space you mined out in the first year&lt;br /&gt;
This challenge forces you to utilize space you haven't before. A large 5x hallway may be converted into a 1x with bedrooms on either side. Whatever you have to do to fit your current population. Be sure to build without any thought into the future of the fortress when you can no longer build. Instead, make it as hard as possible.&lt;br /&gt;
Variations:&lt;br /&gt;
* you may build aboveground to a maximum of two stories above ground. Make big slums/refugee camps/bazaars. Anything that involves mass-small-one-story-buildings&lt;br /&gt;
* you may increase/decrease the time before you can no longer dig or build new space&lt;br /&gt;
* (decreased difficulty) you may plan ahead&lt;br /&gt;
&lt;br /&gt;
===DSPCA===&lt;br /&gt;
* [[Animals]] are forbidden from the fortress&lt;br /&gt;
* Animals following immigrants cannot enter the fortress&lt;br /&gt;
* Lethal traps forbidden, caged non-sentients must be immediately released&lt;br /&gt;
* Butchery is forbidden, but leatherworking is allowed&lt;br /&gt;
&lt;br /&gt;
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.&lt;br /&gt;
&lt;br /&gt;
===Commune===&lt;br /&gt;
* After embarking, enable all labors on all dwarves (including immigrants).&lt;br /&gt;
* Beds can only be designated as barracks or a dormitory, and no dwarf can be assigned to a bed (even nobles).&lt;br /&gt;
* Coins are forbidden.&lt;br /&gt;
* Be aware that nobles are to be considered part of the &amp;quot;bourgeoisie&amp;quot; and [[Unfortunate accident|dealt with]] immediately.&lt;br /&gt;
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it.&lt;br /&gt;
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them.&lt;br /&gt;
&lt;br /&gt;
===Couples only===&lt;br /&gt;
* As soon as a married couple exists in your fortress:&lt;br /&gt;
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)&lt;br /&gt;
** Kill all incoming single dwarves&lt;br /&gt;
** Try to save children, until they are adult and single&lt;br /&gt;
&lt;br /&gt;
===Dieting Dwarves===&lt;br /&gt;
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)&lt;br /&gt;
* Optionally, forbid alcohol consumption to limit carbohydrate intake&lt;br /&gt;
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death&lt;br /&gt;
&lt;br /&gt;
===Dwarf Liberation Movement===&lt;br /&gt;
* Nobles are worthless scum, we give them nothing!&lt;br /&gt;
* As soon as possible, cage your expedition leader.&lt;br /&gt;
* Never appoint any dwarf into becoming a noble.&lt;br /&gt;
* Cage any dwarf that appears on the nobles and administrators screen.&lt;br /&gt;
* When your population elects a new mayor, release your old one and cage the new one.&lt;br /&gt;
** Bonus : Cage the king and all of his escorts!&lt;br /&gt;
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* All dwarves must earn citizenship. To do so they must prove themselves by reaching legendary mining skill. Because REAL dwarves know how to dig. Until then they are forbidden to do any work.&lt;br /&gt;
** Bonus : Hauling is forbidden too.&lt;br /&gt;
** Extra Bonus : Non-citizens are prohibited from entering into a fortress, and they must remain outside. Above-ground constructed buildings count as part of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Fight for your name===&lt;br /&gt;
* Before embarking, randomly generate a fortress name and be sure to know its English translation&lt;br /&gt;
* Do the same with your group name&lt;br /&gt;
* Creatively designate a serious goal for your fortress, based on these names&lt;br /&gt;
* Fanatically reach your goal&lt;br /&gt;
&lt;br /&gt;
===Fort Geneva===&lt;br /&gt;
* Lethal traps are forbidden&lt;br /&gt;
* Caged sentient creatures are to be considered prisoners of war and treated humanely&lt;br /&gt;
&lt;br /&gt;
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
===Glacier Challenge===&lt;br /&gt;
* Embark on glacier&lt;br /&gt;
* No trading allowed&lt;br /&gt;
* Plundering death merchants forbidden, basically just ignore them&lt;br /&gt;
** BONUS: Bring no wood&lt;br /&gt;
&lt;br /&gt;
Play as a expedition team that landed on a glacier after a horrible accident and is completely cut of from the rest of world. They must find water for food and underground trees for basic needs. &lt;br /&gt;
Suggested embark equipment: some wood, lots of food &amp;amp; drink, multiple mining dwarfs to reach the caves fast.&lt;br /&gt;
&lt;br /&gt;
===Government in Exile===&lt;br /&gt;
* Only Military and Social skills can be purchased and enabled in your entire fortress&lt;br /&gt;
&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
===Hardcore Altruism===&lt;br /&gt;
* Do not allow the death of any Dwarf&lt;br /&gt;
&lt;br /&gt;
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.&lt;br /&gt;
&lt;br /&gt;
===Industrial Plant===&lt;br /&gt;
* Choose one industry that produces commercial goods&lt;br /&gt;
* No other industries permitted, only imported&lt;br /&gt;
&lt;br /&gt;
===Johannesfort===&lt;br /&gt;
* Find a starting location with a lot of gabbro, containing Kimberlite&lt;br /&gt;
* Mine and cut all the diamonds on the map&lt;br /&gt;
* Only gems can be traded.&lt;br /&gt;
** BONUS: Your leader [http://en.wikipedia.org/wiki/AIDS_denialism#In_South_Africa denies the existence of infections]. Soap is neither manufactured nor traded for. Even if you know a dwarf has an infection, do not quarantine it or treat it any differently. &lt;br /&gt;
** BONUS: Use the Burrows tool to establish &amp;quot;gated communities&amp;quot; for select dwarves, such as legendaries and nobles. Keep the fortress guard confined to these gated communities. If a dwarf throws a tantrum outside these designated areas, let him or her rage.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Preposterous&amp;lt;/s&amp;gt; Realistic Dwarves?===&lt;br /&gt;
* No magma smelters- magma doesn't have the heat to smelt ores&lt;br /&gt;
* No use of perpetual motion machines&lt;br /&gt;
* All doors must be locked by the use of levers- no auto-locking doors for you!&lt;br /&gt;
* No use of the Dwarven Atom Smasher&lt;br /&gt;
* Load only one weapon per weapontrap&lt;br /&gt;
* No use of Adamantine&lt;br /&gt;
&lt;br /&gt;
===Sexist Segregation===&lt;br /&gt;
* Establish two functioning and stable fortress&lt;br /&gt;
* One must be entirely male, the other entirely female&lt;br /&gt;
* Married couples are to be processed&lt;br /&gt;
&lt;br /&gt;
===THIS! IS! SPARTAAAA!===&lt;br /&gt;
* Change your population cap to 300.&lt;br /&gt;
* At least half of your fortress population must be active in the military.&lt;br /&gt;
* Crossbows and traps are forbidden.&lt;br /&gt;
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.&lt;br /&gt;
** BONUS: All weapons and armour must be made from bronze.&lt;br /&gt;
* Civilian dwarves have all labors enabled.&lt;br /&gt;
** If ever activated, cannot use quality weapons or armor.&lt;br /&gt;
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)&lt;br /&gt;
* Devise methods of dropping Liaisons down pits during meetings. Yell, &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor.&lt;br /&gt;
* Demand goods be turned over from all caravans.&lt;br /&gt;
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).&lt;br /&gt;
* Building city walls is considered weak and cowardly. &lt;br /&gt;
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].&lt;br /&gt;
&lt;br /&gt;
===Xenophobia===&lt;br /&gt;
Difficulty increases with each bullet point:&lt;br /&gt;
* Kill all non dwarves...&lt;br /&gt;
* ...and dwarf traders (or are they race traitors?)&lt;br /&gt;
* ...and all immigrants (or are they spies?)&lt;br /&gt;
* Make sure you kill all animals and especially find those collosi, dragons etc.,&lt;br /&gt;
Extra-gore version - make sure to make elves, goblins, humans etc., butcherable and wear only sentient hide clothing.&lt;br /&gt;
* BONUS: You realize this is how most experienced players run their forts anyway.&lt;br /&gt;
&lt;br /&gt;
===Mesoamerican dwarves===&lt;br /&gt;
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)&lt;br /&gt;
** BONUS: Flood the farms annually.&lt;br /&gt;
* All buildings must be above ground.&lt;br /&gt;
* Capture as many of your enemies as possible.&lt;br /&gt;
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.&lt;br /&gt;
** BONUS: Build it upside-down.&lt;br /&gt;
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.&lt;br /&gt;
* Surround your fortress with an artificial lake.&lt;br /&gt;
** BONUS: Build it in the middle of a natural lake.&lt;br /&gt;
* Use only copper or bronze metal for weapons. Gold may be also be smelted.&lt;br /&gt;
* BONUS: The filthy steel-wearing [[human|conquistadors]] have come to plunder your city! sacrifice them to the blood god!&lt;br /&gt;
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.&lt;br /&gt;
* No armor except leather and only let champions use it. All others must fight unarmored.&lt;br /&gt;
** BONUS: Divide your soldiers into &amp;quot;Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]&amp;quot; and &amp;quot;Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]&amp;quot; warrior societies and outfit them with leather armor made from their respective animals. &lt;br /&gt;
* BONUS: Demand that all non-dwarf caravans surrender their goods as tribute.&lt;br /&gt;
&lt;br /&gt;
===French Revolution===&lt;br /&gt;
*Keep your nobles happy and your proles subjugated until you have a king issue a particularly stupid mandate.&lt;br /&gt;
*Build some manner of guillotine.&lt;br /&gt;
*Kill the king, everyone he is aquainted with, and everyone within the same room.&lt;br /&gt;
*Kill other important nobles as soon as your guillotine frees up.&lt;br /&gt;
*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time.&lt;br /&gt;
*Any dwarf that has any relation to any noble must be executed. &lt;br /&gt;
* Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion.&lt;br /&gt;
&lt;br /&gt;
===Specialized economy===&lt;br /&gt;
* The goal is to reach maximum efficiency.  To do this, you must assign all your workshop dwarves to an individual burrow.&lt;br /&gt;
* Each dwarf must have his own dining room, bedroom just next to his workshop.&lt;br /&gt;
* You have to assign a stockpile for food and booze next to each of your workshop dwarves so they can feed.  Specialized haulers will have to bring them their foods.&lt;br /&gt;
* You have to assign a raw material stockpile next to your workshop so your dwarf can work.  Specialized haulers will have to bring them these raw materials.&lt;br /&gt;
* No workshop dwarf should leave their respective burrow.  Ever.&lt;br /&gt;
* Good luck keeping all these stockpiles supplied all the time without getting lost!&lt;br /&gt;
&lt;br /&gt;
===Becoming the abomination you sought to kill===&lt;br /&gt;
&lt;br /&gt;
The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the forteress but none of them actually KNOWS the other are pursuing the same goal undetected!&lt;br /&gt;
&lt;br /&gt;
Here is a typical set of laws:&lt;br /&gt;
&lt;br /&gt;
-No hunting&lt;br /&gt;
&lt;br /&gt;
-No trading&lt;br /&gt;
&lt;br /&gt;
-Only one batch of alcohol is to be produced per year (that's 1 drink per dwarf, tops). &lt;br /&gt;
&lt;br /&gt;
-Constant war with all elves&lt;br /&gt;
&lt;br /&gt;
-No military training&lt;br /&gt;
&lt;br /&gt;
-No magical materials (nothing above steel)&lt;br /&gt;
&lt;br /&gt;
-Forteress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the &amp;quot;glorious death defeating the dragon by any means necessary&amp;quot; plan). Did I mention the alcohol restrictions turns dwarf insane?&lt;br /&gt;
&lt;br /&gt;
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONCIOUS is untrustworthy...&lt;br /&gt;
&lt;br /&gt;
Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently.&lt;br /&gt;
&lt;br /&gt;
Success is acheived by one criteria only: at the death of the forteress you must have learned your unconscious planned Dwarf deaths you didn't plan consciously... that's the only way to &amp;quot;win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves need magma===&lt;br /&gt;
*Every workshop needs to be a &amp;quot;magma&amp;quot;workshop -- Magma carpentry, for example.  &lt;br /&gt;
*Magma workshops must have one tile touching  a magma tile (preferably 3 and for bonus be nearly surrounded by magma tiles) &lt;br /&gt;
*Every trap must be magma powered -- including cage traps&lt;br /&gt;
*Dining rooms and bedrooms need magma lights to keep dwarves happy.&lt;br /&gt;
*Extra Bonus - forbid all non-magma safe materials&lt;br /&gt;
** Super Bonus - include clothes&lt;br /&gt;
** Utterly Dwarfy bonus -  Mod the game so that the dwarves can all wear obsidian clothes.&lt;br /&gt;
&lt;br /&gt;
=== Insane Asylum within a Labor Camp ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like,place them in one room. Outside each room place racks of high quality weapons and armor. When the imprisoned dwarves go insane and there are enough to badly damage your fortress, Let them all loose. Watch the [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Bonus: Rig up traps so when othere dwarves rush into combat, the area becomes filled with deadly creatures and traps.&lt;br /&gt;
&lt;br /&gt;
===The Hive===&lt;br /&gt;
*All dwarves have all labors on.&lt;br /&gt;
**Dwarf Therapist helps with this.&lt;br /&gt;
**Hunting and fishing are optional.&lt;br /&gt;
*The endgoal is to make a fully functioning &amp;quot;bee hive&amp;quot; like fortress, All rooms inside the hive must be the same size.&lt;br /&gt;
*The hive must be suspended in the sky like below (scale is your choice)&lt;br /&gt;
**BONUS: Suspend it over a volcano.&lt;br /&gt;
***MEGABONUS: Have a lever to drop the whole thing down into the volcano.&lt;br /&gt;
= is a Up/down stairway&lt;br /&gt;
O is the hive parts&lt;br /&gt;
     &lt;br /&gt;
     ======&lt;br /&gt;
   OOOO   =&lt;br /&gt;
  OOOOOO  =&lt;br /&gt;
  OOOOOO  =&lt;br /&gt;
   OOOO   =&lt;br /&gt;
          =&lt;br /&gt;
&lt;br /&gt;
===Urist's Legion===&lt;br /&gt;
*Women are allowed no jobs, and must be held as breeding stock.&lt;br /&gt;
*Most of the men are military, and the rest are workers.&lt;br /&gt;
*All military armor must be leather. All weapons must be iron swords and spears.&lt;br /&gt;
*Only appoint named dwarves to noble position.&lt;br /&gt;
*The expedition leader must be kept safe, and will do nothing.&lt;br /&gt;
*He must also have a royal bedroom, dining room, and tomb.&lt;br /&gt;
*BONUS: Build an artificial lake. Make a replica of Hoover Dam. Build walls to make sure the goblins only appear west of the dam. Guard it againts the GolbiNCR!&lt;br /&gt;
MEGABONUS: Build a camp with walls out of aluminum bars. make the entire thing a barracks.&lt;br /&gt;
&lt;br /&gt;
===Alcoholic Dwarves Anonymous===&lt;br /&gt;
*Make your fort a rehab center for dwarves trying to stay sober.&lt;br /&gt;
*Alcoholic beverages are not allowed. Water only.&lt;br /&gt;
*Any booze brought by migrants must be confiscated and destroyed.&lt;br /&gt;
*BONUS: Keep the booze and have the expedition leader/mayor secretly be an alcoholic. Make a stockpile that holds only booze behind a secret door in his quarters. Ensure he is the only one that can access it.&lt;br /&gt;
**MEGABONUS: Have him removed from his position and/or imprisoned if a dwarf sees him access this stash.&lt;br /&gt;
&lt;br /&gt;
===The Bunker===&lt;br /&gt;
*No Embark Requirement&lt;br /&gt;
*Set up a fort as you usually would, build , mine, construct and so forth.&lt;br /&gt;
*Dig out a self sufficient bunker, containing farming facilities, A massive area for water storage (at least 20x20x5) with a purifying mechanism (pumps can purify stagnant water), Plenty of wood (at least 100), Seeds for whatever crops you will plant (at least 75), a large storage of food (at least 300), have fully operational medical facilities, worker facilities, as well as recreational facilities&lt;br /&gt;
*When you get a siege, gather up a fourth of your dwarves, regardless of who they are, and put them in the bunker. Seal up the bunker permanently, no one gets in or out. That also includes the water supply. That's right, once you run out of water, you are screwed.&lt;br /&gt;
*You may dig out mines for the bunker, but if you open a cavern then you must immediately wall it off, with the miner trapped outside, sentenced to death. &lt;br /&gt;
*All crimes are punished with death once inside the bunker.&lt;br /&gt;
*What the leader says is law.&lt;br /&gt;
**BONUS: Dedicate your bunker to a specific goal, such as producing enough booze for 100 years, or some arbitrary and pointless lay&lt;br /&gt;
***MEGABONUS: Cause an accident that will kill off a majority of the bunker, except for a handful of dwarves (such as cracking open the water tank to flood the residential areas of the bunker)&lt;br /&gt;
*Variant: Send a quarter of your dwarves into the bunker while it's being constructed with only the farm functional as well as a small amount of food, seed, water, and wood.&lt;br /&gt;
&lt;br /&gt;
===Überdwarves===&lt;br /&gt;
&lt;br /&gt;
Basically, each and every dwarf in your fortress must aim to be the pinnacle of dwarvenkind. Both a great talker and possible leader of men, an exceptional craftsdwarf in multiple disciplines, and a deadly warrior whose body is a terrific weapon. See Friedrich Nietzsche's work for more info.&lt;br /&gt;
&lt;br /&gt;
* All dwarves are to be conscripted into the military. Dwarves must kill personally the animals they wear the skin/bone of. &lt;br /&gt;
**BONUS : no weapons better than iron, unless you are faced with an enemy made from a better metal&lt;br /&gt;
***MEGABONUS : no weapons other than base quality&lt;br /&gt;
**BONUS : all dwarves must be at least at least Proficient in military skills&lt;br /&gt;
***MEGABONUS : all dwarves must be Legendary in MS&lt;br /&gt;
****ULTRABONUS : all dwarves must have slain a whole siege all by themselves&lt;br /&gt;
*****SADISTICDWARFBONUS : Assault [[HFS]] with your bunch of überdwarves. Win. No traps allowed.&lt;br /&gt;
* All dwarves have to have and train at least one truly dwarven skill, like leatherworking, metalworking (any), stoneworking, bone carving, or brewing.&lt;br /&gt;
**BONUS : one of these to legendary.&lt;br /&gt;
* All dwarves have to train mining. Not allowed for fighting, excepted for creatures that cannot be harmed by weaponless combat. (iron FB's, steel titans, demons, etc.)&lt;br /&gt;
* All dwarves must have very high willpower.&lt;br /&gt;
** BONUS : All dwarves must have MAXIMUM willpower&lt;br /&gt;
* Dwarves may eat only animal based products. You need lots of protein for these überdwarves. Plant-based drinks are alright.&lt;br /&gt;
**BONUS : All dwarves must have generally superior physical attributes&lt;br /&gt;
***MEGABONUS : No attributes in the red&lt;br /&gt;
****ULTRABONUS : All attributes at maximum. We're talking about überdwarves after all.&lt;br /&gt;
*No dedicated haulers. No large amount of idlers.&lt;br /&gt;
**BONUS : Keep a minimum amount of idlers, excluding breaks&lt;br /&gt;
*No hospital. If the dwarf doesn't heals by himself and becomes useless, kill him.&lt;br /&gt;
**BONUS : No tombs, dump the corpses in lava&lt;br /&gt;
***MEGABONUS : No drinking water, of for that matter anything else than alcohol. Water is not dwarven.&lt;br /&gt;
****ULTRABONUS : Infect your whole fort with a werebeast curse. (A sufficiently dwarven animal is required, like badgers). No more need for hospital.&lt;br /&gt;
* All dwarves must have at least Adept in most social skills.&lt;br /&gt;
** BONUS : Legendary in most social skills.&lt;br /&gt;
*As soon as your babies turn into children, put them into a hellish training regimen that will train him and make him into a true dwarf. Death is of course, synonym of weakness.&lt;br /&gt;
**BONUS : Make them fight wild creatures into an arena.&lt;br /&gt;
***MEGABONUS : 40 children VS 1 megabeast. WHO WILL SURVIVE ?&lt;br /&gt;
****ULTRABONUS : Get all the children at Legendary Fighter skill by the time of their adulthood. If they aren't, kill them.&lt;br /&gt;
*****SADISTICDWARFBONUS : Each young dwarf must pass a test of adulthood : killing enough creatures in fair combat and earning a title. If they don't, kill them.&lt;br /&gt;
*All dwarves must be hardened of spirit. You must give all of your dwarves &amp;quot;doesn't care about anything anymore&amp;quot; trait.&lt;br /&gt;
**BONUS : Trait must be earned by killing, NOT seeing death.&lt;br /&gt;
*Each dwarf must kill at least one beast and one sentient enemy.&lt;br /&gt;
**BONUS : Each dwarf must have earned a title by slaying enemies, which MUST be suitably appropriate and badass.&lt;br /&gt;
***MEGABONUS : Each dwarf must have killed at least 10 sentient enemies. Each dwarf must also have some Butcher skill, for added terror.&lt;br /&gt;
****ULTRABONUS : Each dwarf must have killed at least 100 sentient enemies&lt;br /&gt;
*Each dwarf must have a pet that will help him in combat.&lt;br /&gt;
**BONUS : each dwarf must have a fearsome predator as pet&lt;br /&gt;
***MEGABONUS : each dwarf must have a semimegabeast as pet&lt;br /&gt;
****ULTRABONUS : each dwarf must have a megabeast as pet&lt;br /&gt;
*No vampires allowed, vampires gain things far too easily.&lt;br /&gt;
**BONUS : Mod difficult creatures that blood gives stat bonuses to your dwarves.&lt;br /&gt;
*Fortress must end in a loyalty cascade and a fight to the death, to see which dwarf/which faction are the REAL überdwarves. Then abandon fort and follow your überdwarves in legends mode.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Dwarf&amp;lt;/s&amp;gt; Vampire Fortress===&lt;br /&gt;
Do you ever get tired of having to endure the annoying, slow, and difficult process of finding that murderous [[vampire]] that is wandering around in your fortress? We have the solution!&lt;br /&gt;
Think: If everybody is a vampire, then you'll never need to check for any. You can use this principle to turn every single dwarf in your fortress into a vampire, meaning that you will never have to worry about finding vampires again! On top of this, your new vamps will never need to eat, drink or sleep, and will never die of old age!&lt;br /&gt;
Here's how:&lt;br /&gt;
#Build an upright spear trap, fill the tile with water, and have an existing vampire walk over it (or otherwise dropping the vampire in the trap).&lt;br /&gt;
#Pull the lever &amp;lt;s&amp;gt;over 9000 times&amp;lt;/s&amp;gt; a few times to make the vampire bleed &amp;lt;s&amp;gt;to death&amp;lt;/s&amp;gt; in the water.&lt;br /&gt;
#Forbid the booze supply or otherwise make it unusable.&lt;br /&gt;
#Make all of your non-vampiric dwarves drink from the bloodied water, and boom! You have a fortress full of vampires!&lt;br /&gt;
&lt;br /&gt;
*BONUS : Should your fortress fall, go to your fortress in Adventure Mode and drink from the bloodied water.&lt;br /&gt;
**MEGABONUS : Do the above and follow one of the vampires to another settlement.&lt;br /&gt;
&lt;br /&gt;
(We are not responsible for any damages caused to your fortress due to the disadvantages of this challenge. Disadvantages include, but are not limited to, severe unhappiness of your dwarves due to being unable to get happy [[thoughts]] from quality food and drink, getting ''un''happy thoughts from alcohol withdrawal they can't satisfy, and/or the death of dwarves because &amp;lt;s&amp;gt;lazy slackers&amp;lt;/s&amp;gt; dwarves nearly always choose to sleep before drinking and thus getting fed on by your newly cursed lieges. The same fate can befall new migrants, beware.)&lt;br /&gt;
&lt;br /&gt;
==Construction challenges==&lt;br /&gt;
Try building some &amp;lt;s&amp;gt;ridiculously&amp;lt;/s&amp;gt; humongous, &amp;lt;s&amp;gt;over&amp;lt;/s&amp;gt;complicated construction, using whatever &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the [[Megaprojects|Megaprojects page]]!&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Glass_industry&amp;diff=195706</id>
		<title>v0.34:Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Glass_industry&amp;diff=195706"/>
		<updated>2014-01-21T12:18:53Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Editing mistake: wrote the summary, didn't fix the problem. Fixed now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:31, 5 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Glass Industry''' is a versatile and, under the right circumstances, sustainable source of items. Everything from [[finished goods]] to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be created in [[glass]], making [[Glassmaker]] a very useful profession. Since glass is [[magma-safe]] and capable of producing all  necessary [[screw pump]] components, a glassmaking industry can prove quite valuable when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
=Producing glass=&lt;br /&gt;
The limiting factors to [[glass]] production are [[sand]] and [[fuel]]; in order to produce glass in great quantities your map must have sand and either a good source of coal, magma or many trees. Small quantities of sand can regularly be acquired from [[caravan]]s, but rarely enough to run a large industry. Soil layers may or may not include sand; there is no way to tell if your map will provide it until you embark (other than [[cheating]]).  If you want to ensure the possibility of a flourishing glass industry, embark on a [[sand desert]] or [[badlands]] biome. Keep in mind these biomes by themselves don't have [[tree]]s to [[fuel]] your furnaces early on.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], &amp;quot;Gather Sand&amp;quot;.  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to be performed. Only cut glass &amp;quot;gems&amp;quot; (and [[artifact]]s) can be made from raw glass purchased from [[caravan]]s.  All other glass objects must be made from &amp;quot;sand bearing items&amp;quot;, i.e. bags of sand.&lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.&lt;br /&gt;
&lt;br /&gt;
==Collecting sand==&lt;br /&gt;
All sustainable types of glassmaking require a [[container|bag]] of [[sand]]. The &amp;quot;Collect [[Sand]]&amp;quot; order at the glass furnace requires the &amp;quot;[[hauling#Item_hauling|item hauling]]&amp;quot; labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from performing any other jobs there until after the collection has been completed. Collecting sand is a time consuming task, and proficient glassmakers quickly become faster at making items than gathering materials, leading to job cancellations as collected sand becomes scarce.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand efficiently===&lt;br /&gt;
There are ways around this problem, each with its own benefits and drawbacks.&lt;br /&gt;
&lt;br /&gt;
====Controlled====&lt;br /&gt;
Collect a specific amount of sand bags, then assign the correspondent orders of actual glass making. This ensures that enough bags remain for other tasks and no cancellations happen. It is also the best way to keep an overview of what has actually been produced, especially when using the manager. Time loss is negligible as the bulk of time is consumed by hauling sand.&lt;br /&gt;
&lt;br /&gt;
====Brute force====&lt;br /&gt;
The fast, somewhat sloppy method is to build additional glass furnaces near your sand collection zone for the sole purpose of [[repeat]]ing the Collect Sand order while other furnaces are used for actual glassmaking. Keep in mind that ordering glass goods through the [[manager]] will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the [[furnace]].&lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*This method will free up time for your glassmakers to focus on making glass items. &lt;br /&gt;
&lt;br /&gt;
*It is possible to turn off all of your craftsdwarves' hauling labors and let your pack of otherwise useless [[Potash maker|Potash Maker]]s do all the grunt work of filling [[container|bags]].&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you instead order more bags than can be used, hundreds of surplus sand bags will accumulate until you eventually run out of bags or tweak the balance again.&lt;br /&gt;
&lt;br /&gt;
====Slow and easy====&lt;br /&gt;
The slightly slower but more controllable method of collecting sand efficiently. Assign each glass furnace to an individual glassmaker, and make sure that the dwarf's item hauling labor is turned on. Stagger work orders so the glassmaker hauls their own sand, then makes their item, then hauls their own sand. &lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass producing [[Gems#Glass|raw glass]] or [[block]]s.&lt;br /&gt;
&lt;br /&gt;
*Usage of bags is set to a minimum, which frees [[cloth]] and [[leather]] for other purposes.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*Tandem job orders like this mean that only five orders can be placed at a time, meaning that orders are placed most effectively as [[repeat]]s. A way around this is to set five different types of tandem orders and [[suspend]] and unsuspend them as desired.&lt;br /&gt;
&lt;br /&gt;
*This method is slower than the brute force method, and doesn't give your horde of idle dwarves anything to do.&lt;br /&gt;
&lt;br /&gt;
*The manager can still be a burden with this system and ruin the balance of labors.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are [[value|worth]] twice as much as objects made from most [[stone]], making it equivalent to cheap metals like [[copper]] and [[zinc]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of [[pearlash]] in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like [[bronze]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough [[rock crystal]]s, a [[gem]] which is not found on all maps. Cut rock crystals bought from [[trader]]s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like [[silver]].&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;[[Glass]]&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
[[Image:GlassIndustryWorkflow_DF2012.png|Flowchart of the glass industry and its interaction with surrounding industries.]]&lt;br /&gt;
&lt;br /&gt;
=Glassmaking vs. Masonry=&lt;br /&gt;
There is considerable overlap between items produced from [[stone]] at a [[Mason's workshop]], and items produced from glass at glass furnaces. [[Mason]]ry is easier to get running and will [[stone management|clear excess stone]] from your fortress. Glass produces items with a higher base [[value]] (unless you make your masons use flux or [[obsidian]]), and using a [[magma glass furnace]] allows you to make green glass objects without consuming anything but dwarven labor. Glass also provides a [[magma-safe]] alternative, to prepare for magma-based projects before it's discovered or avoid stockpile micromanagement for the correct building materials.&lt;br /&gt;
&lt;br /&gt;
=Glassmaking and [[minecart]]s=&lt;br /&gt;
In a typical fortress, [[magma]] is located deep below, while sand is a soil layer and thus without some creative management is just below ground. Without minecarts, each sand bag will be carried by a single dwarf, thus requiring a lot of dwarf labor and wide staircases. With minecarts one can not only transport a lot of sand bags to the magma furnace without much dwarftime wasted on hauling, but also transport all the glass products back up. If set up, the track can be also used to supply (and grab from) [[magma smelter]] which is likely to be located close to [[magma glass furnace]].&lt;br /&gt;
If one is too lazy to set up a track, minecart system can be easily used simply to haul all the sand bags in a convenient container (requires a wooden minecart). If both endpoints are set to '''guide''', but are left disconnected, dwarves will just grab the minecart and haul it to destination. Since sand bags and wooden minecarts are both reasonably light, the dwarf won't slow down much.&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Manager&amp;diff=195705</id>
		<title>v0.34:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Manager&amp;diff=195705"/>
		<updated>2014-01-21T12:04:59Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: /* Disadvantages */ Grammar correction and streamlining, added a missing space, and changed all caps ALL to lowercase italics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
*Allows workshop profiles to be set.&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a [[noble]] that allows players to create multiple production orders. Players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. The manager also lets a player set up profiles for workshops.&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
A certain set of Skills are relevant for any Manager. Furthermore, certain [[Personality trait|Personality Traits]] influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|Soul Attributes]] that affect the Skills, and other Skills that affect the same Attribute’s Cross Training. The ones relevant for a Manager are as follow:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardness (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Manager the Dwarf will be. Try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf who will never get better at that Skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in the [[dining room]] will suffice until a more permanent, dedicated location can be designated.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give him an office:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|n}} to enter the Nobles screen&lt;br /&gt;
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.&lt;br /&gt;
#Build a [[Chair]] somewhere or locate an existing chair.&lt;br /&gt;
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an [[Office]] and assign your manager as the owner of the office.&lt;br /&gt;
&lt;br /&gt;
At this point the red stuff under &amp;quot;Manager&amp;quot; should have disappeared from the {{K|n}}obles screen and you should be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The manager screen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Creating a '''work order''' works like this:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.&lt;br /&gt;
#Press {{K|q}} to create a new work order&lt;br /&gt;
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.&lt;br /&gt;
#Use the directional keys to select the specific type item you want.&lt;br /&gt;
#Enter the quantity of items you want to produce. The maximum quantity is 30. To make more items than that you'll need to create another work order.&lt;br /&gt;
#Your work order will appear in the list. You can remove it or raise its priority.&lt;br /&gt;
&lt;br /&gt;
If there are more than 20 dwarves total then the manager will need to go to his office to &amp;quot;validate&amp;quot; each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).&lt;br /&gt;
&lt;br /&gt;
To see if an order is approved, check the manager screen &amp;amp;mdash; approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.&lt;br /&gt;
&lt;br /&gt;
After a production order is approved, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work orders for the same items can be requested separately with a few keystrokes.&lt;br /&gt;
&lt;br /&gt;
An [[announcement]] appears when each order is completed.&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows players to change a [[workshop]]'s &amp;quot;profile&amp;quot;. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
&lt;br /&gt;
The workshop profile enables players to restrict dwarves can use it and the minimum and maximum [[skill]] level required to use the workshop.They can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
Dwarves with strange moods seem to able to claim a workshop even if they do not meet the profile criteria.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned.  Furthermore, workshop profiles seem to be slightly buggy.  Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to &amp;quot;Dabbling&amp;quot;.  This may be somewhat irritating if peasants are undergoing training.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, the bins may not be produced until ''all'' of the barrels are done. Additionally, should another order be given at a carpenter's workshop, the existing tasks may need to be canceled or suspended. These problems are avoidable as long as the manager is not used too heavily, and if production orders are of relatively small amounts.&lt;br /&gt;
&lt;br /&gt;
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. To circumvent this, one solution is to fill a workshop with repeat or suspended tasks to prevent it from accepting manager orders.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=195704</id>
		<title>v0.34:Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=195704"/>
		<updated>2014-01-21T11:48:22Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:15, 16 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry the equivalent of a single [[stockpile]] tile, be it a single [[stone]], a bin or barrel (with its contents included), or stray items. This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Each [[stockpile]] may have up to 3 wheelbarrows assigned for [[hauling]] items to that stockpile, with stone stockpiles having 1 wheelbarrow automatically assigned upon designation. This setting can be changed from the Set Building Tasks/Prefs ({{k|q}}) menu with the {{k|w}} hotkey. Wheelbarrows will be stored in their assigned stockpile when not in use, potentially sharing a tile with a stockpiled item.&lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows ignore the weight of the contents, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot. There's little benefit to carrying light items in a wheelbarrow, as dwarves won't load multiple items in it.  They will, however, load a single bin ''full of items'' in a wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
Although wheelbarrows carry less stuff than [[minecart]]s, they do not require a track to be preconstructed, and they can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
If wheelbarrows are assigned to a stockpile, dwarves will use them exclusively and cease hauling items to it with their bare hands, meaning that the number of assigned wheelbarrows is also the maximum number of active hauling jobs for said stockpile. This limit can be circumvented by splitting large stockpiles into several smaller designations (although this can make assigning &amp;quot;give&amp;quot; and &amp;quot;take&amp;quot; options much more tedious). &lt;br /&gt;
&lt;br /&gt;
A particular stockpile's wheelbarrows are only used to carry items ''to'' that stockpile; they will not be used to carry items ''from'' it.  &lt;br /&gt;
&lt;br /&gt;
Once a stockpile has an assigned wheelbarrow and a bin/barrel, storing an item in this bin/barrel will be split into two separate jobs: hauling the container by hand to the location of the item to be collected, and fetching the wheelbarrow to return the errant container. Since this doubles the number of trips, it is generally inadvisable to enable wheelbarrows and containers in the same stockpile. As a workaround, a &amp;quot;feeder&amp;quot; stockpile with wheelbarrows enabled can be designated to &amp;quot;give to&amp;quot; an adjacent &amp;quot;storage&amp;quot; stockpile with containers enabled.&lt;br /&gt;
&lt;br /&gt;
If all of a stockpile's tiles are occupied by wheelbarrows, it will stop requesting new items even though the tiles under the wheelbarrows have no stockpiled item.  Consequently, stockpiles need to have more tiles than wheelbarrows to work correctly.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal wheelbarrows cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers.&lt;br /&gt;
&lt;br /&gt;
* When a non-adamantine metal wheelbarrow is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
&lt;br /&gt;
* When an adamantine wheelbarrow is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195703</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195703"/>
		<updated>2014-01-21T11:46:33Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[death|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long. &lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
All rollers transmit power ''perpendicular'' to their activity direction.&lt;br /&gt;
Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, carts will usually only spend one tick on an active roller and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. It requires power, which can be inconvenient or impractical.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers. To gain sufficient speed, a cart must be accelerated by ramps, either by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO     OOOOO        OOOOO&lt;br /&gt;
 in  ═╔═╗O     O╔S╗O        O╔S╗O&lt;br /&gt;
 out ═╬═╝O out ═╗═╝O    out ═╗═╝O&lt;br /&gt;
     O╚S╝O     O╚═╝═ in     O╚S╝O&lt;br /&gt;
     OOOOO     OOOO          ║OOO&lt;br /&gt;
                              in &lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will accelerate a cart to roller speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers.&lt;br /&gt;
&lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=195702</id>
		<title>v0.34:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=195702"/>
		<updated>2014-01-21T11:39:40Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Typo Correction: &amp;quot;next&amp;quot; to &amp;quot;nest&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=N|job=[[Food hauling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Nest box&lt;br /&gt;
* Adult, female, tame, egg producing animal&lt;br /&gt;
* ''(Optional)'' Any male animal of the same species&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Nest box]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[egg]]s&lt;br /&gt;
* Producing [[Domestic_animal#Comparison_of_domestic_poultry|poultry]] (with male present)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a 1x1 building that, once created and placed, a tame, [[egg]] laying creature will claim and use to lay eggs in.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
A nest box is created using a single piece of [[wood]] or [[stone]] at a [[craftsdwarf's workshop]], a single bag of [[sand]] (and optional crystal/pearlash) at a [[glass furnace]] or [[magma glass furnace]], or a single bar of [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. Unplaced nest boxes are stored in the [[tool]] section of a finished goods [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make wooden Nest Box&amp;quot;, or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make rock Nest Box&amp;quot;.&lt;br /&gt;
* For a glass nest box, {{K|q}}uery the workshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''type'' glass Nest Box&amp;quot;.&lt;br /&gt;
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''metal'' Nest Box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Construction and use ==&lt;br /&gt;
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay [[egg]]s into the nest. This process is very quick (&amp;lt;1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.&lt;br /&gt;
&lt;br /&gt;
If dwarves have access to the nest, a dwarf with the [[food hauling]] labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized unless a male is present. Hatching does not require male to be around, once the eggs are fertilized and laid. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be [[forbidden]], or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu and disabled in all food stockpiles reachable from the nest. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
=== Incubation Chamber ===&lt;br /&gt;
A simple way to make sure that eggs can hatch without having dwarves try to make omelettes out of them is to build incubation chambers for your female birds.&lt;br /&gt;
# Build 1x1 rooms, with lockable doors.&lt;br /&gt;
# Put one nest box in each room.&lt;br /&gt;
# Create a 1x1 pasture [[zone]] on top of the nest box, and assign one female egg-layer to it. She should claim the nest box when she is ready to lay eggs.&lt;br /&gt;
# Pasture or chain at least one male of the species somewhere. It needn't be close to the nest box.&lt;br /&gt;
# When you want the eggs to remain undisturbed, lock the door to the room.&lt;br /&gt;
&lt;br /&gt;
If the eggs are fertile, you should eventually get a message about eggs having hatched. When you do, go to the nest box and unlock the door so the crowded chicks can get out (crowded animals will fight, and if they do, you may lose a chick or two in the melee; luckily they are always much smaller than their mother and unlikely to hurt her.)&lt;br /&gt;
&lt;br /&gt;
It's a good idea to keep a [[cage]] nearby to assign newly hatched chicks to, so they won't get in the way and lower your FPS. When they are grown, they can be re-assigned to pastures for breeding or egg-laying, or butchered.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal nest boxes cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a nest box is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of [[catsplosion]]s. Entire fortresses can be fed with [[egg production]]. It is unclear whether this behaviour is a bug or a feature, as the indicated clutch sizes in the raws are meant to match those of real life - and are sometimes ''lower'' in the case of reptiles.&lt;br /&gt;
&lt;br /&gt;
[[Elk bird]]s are both [[grazer]]s and egg layers. Females left undisturbed near a nest box will probably starve themselves to death (certainly, if there are no males available).&lt;br /&gt;
&lt;br /&gt;
[[Aquatic]] creatures (such as [[sea serpent]]s) refuse to use a submerged nest box, making them unable to [[breed]].{{bug|4105}}&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hive&amp;diff=195701</id>
		<title>v0.34:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hive&amp;diff=195701"/>
		<updated>2014-01-21T11:38:35Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
{{Building|name=Hive|key=Alt + h|job=[[beekeeper|Beekeeping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Hive&lt;br /&gt;
* Honey bee colony&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[beekeeper|Beekeeping]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Hive]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[royal jelly]] and [[honeycomb]] for further processing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A hive is a building used to house [[honey bee]]s.  A [[tool|hive]] must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln, glass furnace or metalsmith's forge using stone, wood, ceramics, glass or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|Alt}}+{{k|h}} hotkey. Hives are categorized as [[tool|Tools]] in [[Finished goods]] [[stockpile|stockpiles]]. &lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or adjacent to a tile that is [[Tile attributes|above ground]].  A dwarf with the [[beekeeper|beekeeping]] labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  &lt;br /&gt;
&lt;br /&gt;
You can find out if a hive has bees, and whether or not it has a honeycomb ready to collect by using the View I{{k|t}}ems in Buildings menu.&lt;br /&gt;
&lt;br /&gt;
Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original. In order to do that, you only have to place an empty hive and your beekeeper will do it automatically if the original hive is set as &amp;quot;Install colony when ready&amp;quot;.  Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.&lt;br /&gt;
&lt;br /&gt;
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the [[honeycomb]] and [[royal jelly]], assuming he has access to a suitable [[jug]] in which to put the royal jelly.  Deconstructing the hive manually ({{k|q}} {{k|x}}) will release the honeycomb for collection but waste the royal jelly which will spill out on the ground.  Both these processes kill the bees.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a [[screw press]] workshop to yield [[wax]] and [[honey]].&lt;br /&gt;
&lt;br /&gt;
It may be possible to move a hive, but the easiest way to move it is to simply split one into the new location, turn off the original one, and harvest it.&lt;br /&gt;
&lt;br /&gt;
Honeybees in their artificial hive can and will sting your dwarves. Worker bees occasionally appear within a few tiles of a hive and are presumed to be responsible for stinging dwarves. It is likely that an inexperienced beekeeper will receive a bee sting when gathering the products of a hive.  Additionally, it has been observed that placing a [[Activity zone#Meeting Area|Meeting zone]] next to hives puts idle dwarves at serious risk of being stung.  &lt;br /&gt;
&lt;br /&gt;
Bee stings currently seem to be inconsequential. Bee stings do not appear to be recorded as wounds, but the [[Health screen]] will show &amp;quot;Slight pain&amp;quot; for the stung dwarf, which can trigger a &amp;quot;recover wounded&amp;quot; task. This can trigger good thoughts about being rescued and resting, even though the hospital stay was instantaneous. Being stung does not seem to produce a bad thought. But don't be surprised if your refuse pile fills up with bees that die after stinging your dwarves.&lt;br /&gt;
&lt;br /&gt;
There appears to be an upper limit of 60 active colonies in built hives. Once you hit that limit, additional hives will have the message &amp;quot;Too many hives *No output&amp;quot; when examined (though this limit can be exceeded by installing wild colonies into artificial hives). There's also a &amp;quot;soft&amp;quot; limit of 40 active colonies, past which hives will have the message &amp;quot;Too many hives *Restricted output&amp;quot;; presumably this means that these colonies grow more slowly. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal hives cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a hive is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=195700</id>
		<title>v0.34:Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=195700"/>
		<updated>2014-01-21T11:36:10Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:07, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''' are containers that function much like [[barrel]]s, but can be made from other materials. They can be made from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. The game refers to these containers sometimes as &amp;quot;pot&amp;quot; and sometimes as &amp;quot;large pot&amp;quot; but there is no actual distinction. Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Pots are visible on the haul-for-trade screen under Tools section. Workshops that require a barrel for construction cannot use a pot instead.&lt;br /&gt;
&lt;br /&gt;
Large pots are currently 1/4 as heavy&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127471.msg4342164#msg4342164]&amp;lt;/sup&amp;gt; as barrels made from the same material, and they have double the capacity. Typical wood is density 500, while typical stone is 2670 - so a stone pot will typically weigh 33% more than a wood barrel, while carrying twice as much. Only lignite or jet stone pots will be lighter than a typical wooden barrel. Fire clay 'stoneware' pots weigh the same as a wooden barrel, while earthenware pots are lighter but may need to be glazed. &lt;br /&gt;
&lt;br /&gt;
Metal pots are strictly superior to metal barrels, gaining the weight savings and requiring only one bar to construct instead of three, with the only disadvantage being the special cases where pots cannot be used. Similarly, wooden pots are strictly superior to wooden barrels for hauling and storage.&lt;br /&gt;
&lt;br /&gt;
A pot can accommodate a prepared meal stack of at least size 52 or several prepared meal stacks of at least size 60 but, like barrels, will still carry a maximum of one stack of booze, disregarding size.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal pots cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a pot is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|3389}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Jug&amp;diff=195699</id>
		<title>v0.34:Jug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Jug&amp;diff=195699"/>
		<updated>2014-01-21T11:34:15Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:48, 12 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jugs''' are a type of [[container]], made from [[ceramic]] at a [[kiln]], from [[metal]] at a [[forge]], from [[glass]] at a [[glass furnace]], from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], or from [[wood]] at a [[craftsdwarf's workshop]]. They are used in [[Beekeeping industry|beekeeping]] to store [[royal jelly]] or at a [[screw press]] to store [[honey]] or [[rock nut oil]]. Jugs made from [[earthenware]] need to be [[glaze]]d before they can be used to hold [[liquid]]s like honey. Jugs are stored in the [[tool|Tools]] section of the Finished Goods stockpile, and managed from the '''tools''' section of the Stocks screen. Even when filled with food they will be stored in the Finished Goods stockpile. Jugs are stacked in [[bin]]s. &lt;br /&gt;
&lt;br /&gt;
Jugs can be used in adventurer mode to store water as a [[waterskin]], storing 16 units of water.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal jugs cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a jug is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=195698</id>
		<title>v0.34:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=195698"/>
		<updated>2014-01-21T11:31:52Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=N|job=[[Food hauling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Nest box&lt;br /&gt;
* Adult, female, tame, egg producing animal&lt;br /&gt;
* ''(Optional)'' Any male animal of the same species&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Nest box]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[egg]]s&lt;br /&gt;
* Producing [[Domestic_animal#Comparison_of_domestic_poultry|poultry]] (with male present)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a 1x1 building that, once created and placed, a tame, [[egg]] laying creature will claim and use to lay eggs in.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
A nest box is created using a single piece of [[wood]] or [[stone]] at a [[craftsdwarf's workshop]], a single bag of [[sand]] (and optional crystal/pearlash) at a [[glass furnace]] or [[magma glass furnace]], or a single bar of [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. Unplaced nest boxes are stored in the [[tool]] section of a finished goods [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make wooden Nest Box&amp;quot;, or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make rock Nest Box&amp;quot;.&lt;br /&gt;
* For a glass nest box, {{K|q}}uery the workshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''type'' glass Nest Box&amp;quot;.&lt;br /&gt;
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''metal'' Nest Box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Construction and use ==&lt;br /&gt;
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay [[egg]]s into the nest. This process is very quick (&amp;lt;1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.&lt;br /&gt;
&lt;br /&gt;
If dwarves have access to the nest, a dwarf with the [[food hauling]] labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized unless a male is present. Hatching does not require male to be around, once the eggs are fertilized and laid. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be [[forbidden]], or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu and disabled in all food stockpiles reachable from the nest. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
=== Incubation Chamber ===&lt;br /&gt;
A simple way to make sure that eggs can hatch without having dwarves try to make omelettes out of them is to build incubation chambers for your female birds.&lt;br /&gt;
# Build 1x1 rooms, with lockable doors.&lt;br /&gt;
# Put one nest box in each room.&lt;br /&gt;
# Create a 1x1 pasture [[zone]] on top of the nest box, and assign one female egg-layer to it. She should claim the nest box when she is ready to lay eggs.&lt;br /&gt;
# Pasture or chain at least one male of the species somewhere. It needn't be close to the nest box.&lt;br /&gt;
# When you want the eggs to remain undisturbed, lock the door to the room.&lt;br /&gt;
&lt;br /&gt;
If the eggs are fertile, you should eventually get a message about eggs having hatched. When you do, go to the nest box and unlock the door so the crowded chicks can get out (crowded animals will fight, and if they do, you may lose a chick or two in the melee; luckily they are always much smaller than their mother and unlikely to hurt her.)&lt;br /&gt;
&lt;br /&gt;
It's a good idea to keep a [[cage]] nearby to assign newly hatched chicks to, so they won't get in the way and lower your FPS. When they are grown, they can be re-assigned to pastures for breeding or egg-laying, or butchered.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal nest boxes cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a next box is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of [[catsplosion]]s. Entire fortresses can be fed with [[egg production]]. It is unclear whether this behaviour is a bug or a feature, as the indicated clutch sizes in the raws are meant to match those of real life - and are sometimes ''lower'' in the case of reptiles.&lt;br /&gt;
&lt;br /&gt;
[[Elk bird]]s are both [[grazer]]s and egg layers. Females left undisturbed near a nest box will probably starve themselves to death (certainly, if there are no males available).&lt;br /&gt;
&lt;br /&gt;
[[Aquatic]] creatures (such as [[sea serpent]]s) refuse to use a submerged nest box, making them unable to [[breed]].{{bug|4105}}&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=195697</id>
		<title>v0.34:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=195697"/>
		<updated>2014-01-21T10:48:51Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added melting returns/efficiencies. Also made small corrections according to Melt_item.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|13:30, 26 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms and upper legs. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes, cloaks, shirts (mail or not), and dresses cover the throat. &lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armour slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. This may change when movement and attack speeds are separated, but for the moment a recruit in full steel armour is slow to both move and react in combat.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf hit by a weapon would invariably suffer damage, well-armored dwarves have a good chance of blunting the damage or bouncing it off altogether, reducing major strikes to mere bruises and grave wounds to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless also functions in that sense, often blocking weak attacks (and rendering a clothed dwarf a better fighter than a naked one).&lt;br /&gt;
&lt;br /&gt;
A clothed dwarf takes little more than a few seconds to die to a [[goblin]] [[ambush]]. One clad in a full set of exceptional steel armor, meanwhile, can expunge a goblin squad of most of its ammo and a half a minute of its time before finally dying. Dwarves armed only with weapons might be a sufficient response to thieves and local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.&lt;br /&gt;
&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;true&amp;quot; suit of armor consists of the following pieces, one cell from each column.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Arm&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Leg&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Mail Shirt (upper body + upper arms + upper legs) &lt;br /&gt;
'''and/or''' Breastplate (upper body)&lt;br /&gt;
|Helms&lt;br /&gt;
|Gauntlets (hands + wrists)&lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body)&lt;br /&gt;
|Cap&lt;br /&gt;
|Gloves (hands)&lt;br /&gt;
|Leggings, made of chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first row is the more effective choice, while the second row is an alternative offering less protection.&lt;br /&gt;
&lt;br /&gt;
Note that if a mail shirt is combined with high boots, explicit leg covering can be omitted. (Dwarves don't have knees to protect, so upper leg from the shirt and lower leg from the boot is complete).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf reflects an attack with their armor ([[reports|report]]ed as &amp;quot;the attack was deflected by his/her &amp;lt;armor&amp;gt;&amp;quot;), they will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor.  Copper whips will shatter skulls through steel helmets, and copper bolts will tear through steel breastplates as if they weren't there.  Metal plate mail provides no protection against metal bolts, although it can deflect wood and bone.  Chain mail provides modest protection.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Metal armor comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor, and has slightly better material properties than iron, but also weighs more.&lt;br /&gt;
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored and more valuable, but with the same material properties as standard bronze. If you have access to bismuth and want to put it to use, you can save some tin this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-adamantine armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract attention, but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armour will considerably slow down a raw recruit of average strength, as show briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also be conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of paper armor. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.&lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to [[wear]], and the fact that only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will cover the throat and provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weight 1-2 units of weight depending on material and high boots 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing which weigh 4 times as much as their silk and yarn alternatives. &lt;br /&gt;
&lt;br /&gt;
Since most dwarves are not danger room trained right away into legendary armor users it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super-slow, and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.&lt;br /&gt;
&lt;br /&gt;
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives a armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade but will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and more weaker types of armor like leather armor and bone greaves can also be worn in addition to the metal layer to provide additional protection without encumbrance, and tend to be at least moderately effective if they are masterworks. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one. The number of adamantine wafers or stacks of cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&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:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&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;|C,L,M&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;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&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;|0.3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&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;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&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;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&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;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&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;|N/A&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;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L,M&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&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:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&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;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&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;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&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;|0&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;|N/A&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;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;|1&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;|N/A&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;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;|MAX&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;|N/A&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;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&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;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&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;|1&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;|N/A&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;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&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;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;|1&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;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&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;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2.7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&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;|MAX&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;|N/A&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;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&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:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting Efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&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;|&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&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;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&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;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&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;|1 &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;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&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;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed.  The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&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:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&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;|Over&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;|MAX&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&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;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&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;|Armor&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;|MAX&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;|1.5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&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;|Armor&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;|MAX&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;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;|0&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;|1&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;|MAX&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&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;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&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;|1&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&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:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&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;| &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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;| &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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|C,L&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;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&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;| &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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&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;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&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;| &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;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&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;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&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;|1&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;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&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;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&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;|MAX&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear.  Unlike gloves, footwear items are interchangeable (they are not right- or left-footed).  The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&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:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&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;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&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;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &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;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
Note: Striking with a shield trains both misc object user and armor user skills.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&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;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&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;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|45&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&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.&lt;br /&gt;
&lt;br /&gt;
Under the old system 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 value: 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 the old [[40d:dungeon master|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;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) can be worn over two head veils (10,100), and can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), but a combined total of up to 9 head veils and hoods can be added.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each sucessive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boots'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities, because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head, because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.&lt;br /&gt;
&lt;br /&gt;
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body or head){{verify}} . Their coverage is extended to other body parts using the following three tags:&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty, even though faces can't be covered by head armor.&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &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).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.&lt;br /&gt;
&lt;br /&gt;
Military dwarves have a &amp;quot;pecking order&amp;quot; for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...&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; (shaped) 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;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;br /&gt;
&lt;br /&gt;
In fortress mode it is possible to have (at least) 3 shields equipped.&lt;br /&gt;
&lt;br /&gt;
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}&lt;br /&gt;
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above.) {{bug|6101}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=195615</id>
		<title>v0.34:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=195615"/>
		<updated>2014-01-17T13:26:25Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns for GABs, corkscrews and spiked balls (others unverified).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate damage. Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal.  Each trap component takes one unit of the material that you are using (eg. Each menacing iron spike will take one [[bar]] of [[iron]]). Note that although it is not possible to make giant axe blades or serrated disks out of wood, wooden ones can sometimes be bought from the embark screen. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 120%-150%, compared to 90-120% for conventional weapons, which can be [[exploit]]ed for generating metal and training [[weaponsmith]]s. Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
Most of these weapons do make good trade goods, particularly large serrated discs and spiked balls.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional [[Trap#Weapon_trap|weapon traps]] and [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]]. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.&lt;br /&gt;
&lt;br /&gt;
Low penetration depth edged attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if an edged weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.  &lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from [[wood]]. If trees are not in short supply then wooden spiked balls make [[exploit|excellent]] trade items (except to the elves) due to the fact that spiked balls have an extremely high item value, almost to the extent of being a bug.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.  &lt;br /&gt;
&lt;br /&gt;
However, if the variables behave like those of the wieldable weapons, size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth.&lt;br /&gt;
&lt;br /&gt;
This suggests that a steel serrated disc's multiple attacks will outweigh the giant axe blade's somewhat larger size in most cases.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, but the disc's three attacks probably still outweigh this advantage.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood? !! Base Value&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes  || 66&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''This trap component can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
&lt;br /&gt;
:''(Most of this data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
=== Giant axe blades ===&lt;br /&gt;
* Metal giant axe blades cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal giant axe blade is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.&lt;br /&gt;
* When an adamantine giant axe blade is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
=== Enormous corkscrew ===&lt;br /&gt;
* Metal enormous corkscrews cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal enormous corkscrews is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.&lt;br /&gt;
* When an adamantine enormous corkscrew is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
=== Spiked ball ===&lt;br /&gt;
* Metal spiked balls cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal spiked ball is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine spiked ball is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2012:item_trapcomp.txt|}}}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Wobbataco&amp;diff=195613</id>
		<title>User:Wobbataco</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Wobbataco&amp;diff=195613"/>
		<updated>2014-01-16T22:27:51Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Genesis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm wobba.&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Melt_item&amp;diff=195612</id>
		<title>v0.34 Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Melt_item&amp;diff=195612"/>
		<updated>2014-01-16T22:25:04Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: /* Copying information to respective pages */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These numbers are wildly inaccurate - I just saw an iron breastplate for 150, making that an item value of 15 and a per-bar cost of 17; weapons cost significantly more than indicated. Can I get confirmation on those? [[User:The Real Marauder|The Real Marauder]] 17:09, 27 March 2012 (UTC)&lt;br /&gt;
:It looks like the table is mostly unchanged since it was created for 40d, so it's quite possible the data is inaccurate. As long as you've taken quality into account as well as item and material (and trade agreements, if in fortress mode), whatever numbers you see can be used to update the table. Happy editing! --[[User:Timrem|Timrem]] 18:08, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I experimented with Giant Axe Blades: It costs 1 bar of metal to make, melting gives me 1.5 bars back. This is a 150% return, and a potentially endless source of metal. (34.07) Bug? --[[User:SGdYy409Ls|SGdYy409Ls]] 22:46, 15 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I wanted to add if you're planning to use this as an exploit, even though it works faster than the coins-into-infinite-metal exploit, be careful with it.  It trains your weaponsmith, which is a great side effect, but melting masterwork giant axe blades gives them a very sad very quickly.  I'd suggest setting up a different forge and allowing only newbie weaponsmiths if you continue to use this exploit.  [[User:Gatherer818|Gatherer818]] 07:30, 7 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:All return rates appear to have tripled compared to whats on the page right now, with an additional doubleing for high/low boots and gauntlets. The highest are leggings (150%), battle axes (120%), and all trap compents (discs 120%, the rest 150%). This puts multi bar items like breastplates back up to the 90% return they were at before their creation started respecting material size, but I have no idea if the two are related. Done on 34.06. --[[User:Gestahl|Gestahl]] 20:10, 16 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
^That's very interesting, about the tripling returns. I would just like to add for reference, that a normal bar itself has a base value of 5. Also, merchants like to bring decorated and well-made goods, to take more of your money...&lt;br /&gt;
&lt;br /&gt;
I've located the actual code for determining melt yields, and here's what I found:&lt;br /&gt;
* Furniture (door, floodgate, chair, cage, barrel, table, coffin, statue, chest, bin, armor stand, weapon rack, cabinet, anvil, siege engine parts, pipe section, hatch cover, grate, traction bench, and slab) yields 1 bar, compared to needing 3 to construct. This is as before.&lt;br /&gt;
* Chains, instruments, buckets, and animal traps also yield 1 bar, which is exactly how much you need to make them. For buckets, this seems to have been the case for a very long time (dates back to 23a), but the others used to only yield 0.5 bars.&lt;br /&gt;
* Ballista arrows, ballista arrowheads, mechanisms, splints, and crutches yield 0.5 bars. Effectively the same as 23a.&lt;br /&gt;
* Flasks, goblets, toys, figurines, and scepters yield 0.2 bars. Same as 23a.&lt;br /&gt;
* Amulets, crowns, rings, earrings, and bracelets yield 0.1 bars. Same as 23a.&lt;br /&gt;
* Ammo yields 0.1 bars per 10 stack size, rounded down, plus 0.1. Same as 23a.&lt;br /&gt;
* Coins yield 0.1 bars per 50 stack size, rounded down, plus 0.1. Same as 23a, and notable because it takes 1 bar to mint them and you get 1.1 bars in return.&lt;br /&gt;
* Weapons, armor, shoes, shields, helms, gloves, pants, tools, and trap components yield 3/10 times the item's MATERIAL_SIZE, which is effectively 90% returns. For gloves and shoes, however, this works out to '''180%''' returns, which is probably wrong.&lt;br /&gt;
--[[User:Quietust|Quietust]] 15:45, 15 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Furthermore, I've discovered that the &amp;quot;1/10 material size&amp;quot; melting yield '''has NEVER EVER BEEN TRUE''' - from version 0.23.130.23a all the way to 0.34.05, melting yields for weapons, trap components, and armor have been '''fixed''' at various values depending on the item type. It wasn't until 0.34.06 that Toady actually made them respect MATERIAL_SIZE and return 0.3 bars per unit. --[[User:Quietust|Quietust]] 14:11, 16 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's worth noting that spoilerite items return exactly the stated values in wafers, but cost four times as much. No infinite spoilerite for us, I guess.&lt;br /&gt;
Abdulijubjub 03:22, 31 August 2012 (UTC)&lt;br /&gt;
*Actually, anything from the raws costs around '''three''' times as many wafers - specifically, it uses the MATERIAL_SIZE directly instead of dividing by 3 and rounding down. Other &amp;quot;hardcoded&amp;quot; items use more specific amounts, but I don't recall the exact values right now. --[[User:Quietust|Quietust]] 13:15, 31 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does Adamantine coins take 1 wafer to make and return 1.1? If so, simple free adamantine. --[[Special:Contributions/188.114.184.40|188.114.184.40]] 12:03, 1 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes: [http://www.bay12forums.com/smf/index.php?topic=111680.0 this thread] is an example. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:38, 1 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:[[Exploit#Infinite_Adamantine_.2F_Metals|Yes]]. But you can get much more metal if you split the stacks of coins first.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:07, 1 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Copying information to respective pages ==&lt;br /&gt;
&lt;br /&gt;
Been copying the information for forging costs and melting returns to the pages of the respective items. &amp;lt;br&amp;gt;&lt;br /&gt;
Example: editing in a section on a pick's cost vs. its returns upon melting, on the page for picks, rather than just here. &amp;lt;br&amp;gt;&lt;br /&gt;
Wanted to point out that I won't do this for any items with a &amp;quot;verify&amp;quot; tag next to them; better to have no info than info that might be incorrect, imo. &amp;lt;br&amp;gt;&lt;br /&gt;
Feel free to add it yourselves regardless; I'm new, what do I know? [[User:Wobbataco|wobba]] ([[User talk:Wobbataco|talk]]) 22:25, 16 January 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pick&amp;diff=195611</id>
		<title>v0.34:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pick&amp;diff=195611"/>
		<updated>2014-01-16T22:17:21Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging costs and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:24, 17 February 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Pickaxe.jpg|thumb|220px]]&lt;br /&gt;
A '''pick''' is a [[equipment|digging implement]] / [[weapon]] that can be [[Metalsmith's forge|forged]] from most weapon-grade metals (excluding [[silver]]).  Picks are essential for a properly functioning fortress: [[miner]]s require picks to strike the earth, dig tunnels, carve staircases and everything else related to the removal of rock and soil tiles. You will need to purchase or create picks on embark as miners won't bring their own. Without picks, your dwarves will be stranded on the surface, forced to live like [[elf|elves]]. The [[quality]] and [[material]] of a pick have no effect on its speed digging through rock; that depends solely on the user's [[Mining]] skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can also be used as weapons. They inflict [[attack types|EDGE type]] damage, tend to impale or dismember enemies, and gain damage bonuses by the user's Mining skill level. Picks are brutally effective, combining slashing and impaling and generally far better than anything that isn't a [[whip]] or [[scourge]]. Unlike when digging through rock, [[quality]] and [[material]] are both important when using a pick as a weapon. Since a [[steel]] pick can penetrate most armor, picks are effective weapons against any foe, armored, [[Forgotten beast|forgotten]], [[Bronze colossus|bronze]], or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal picks cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal pick is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine pick is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Battle_axe&amp;diff=195610</id>
		<title>v0.34:Battle axe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Battle_axe&amp;diff=195610"/>
		<updated>2014-01-16T22:15:13Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:45, 22 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Horseman's axe - 1475.jpg|right|thumb|200px|''[[Steel]] '''battle axes''''']]&lt;br /&gt;
A '''battle axe''' is an [[attack types|edge]] [[weapon]] that is essentially a sharp blade mounted perpendicularly on the end of a handle. Battle axes have the same range of attacks as larger [[great axe]]s, but with reduced contact area and penetration on their &amp;quot;hack&amp;quot; edged attack. &lt;br /&gt;
&lt;br /&gt;
Battle axes use and train the [[axedwarf]] skill. Dwarves can [[forge]] battle axes out of any weapon-grade [[metal]], though those with [[material science|superior edge properties]] are more effective. Almost all dwarves can equip battle axes, some must use two hands.&lt;br /&gt;
&lt;br /&gt;
A battle axe may also be used as a tool for [[wood cutting|chopping down trees]]. Any dwarf that performs wood cutting will pick up an axe (if one is available) and not put it down until they are either no longer assigned the Wood Cutting [[labor]] or required to pick up different [[equipment]] for a new job.  You can make use of this to arm many 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 rush out to cut them down, one per tree designated. Curiously, even blunt [[wood]]en training axes are sufficient to fell a tree; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal battle axes cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal battle axe is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine battle axe is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:War_hammer&amp;diff=195609</id>
		<title>v0.34:War hammer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:War_hammer&amp;diff=195609"/>
		<updated>2014-01-16T22:10:55Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging costs and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:59, 19 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:War hammer IMG 3825.jpg|right|thumb|200px|''A '''war hammer''''']]&lt;br /&gt;
A '''war hammer''' is a [[attack types|blunt]] [[weapon]] that is essentially a hammer with a long handle. A war hammer is half the size of a [[mace]] with half the contact area as well, and less than 1/3 the size of a [[maul]]. Because blunt damage focused in a small contact area is mostly unaffected by [[armor]], war hammers are considered one of the best weapons for fighting humanoid opponents. &lt;br /&gt;
&lt;br /&gt;
War hammers use and train the [[hammerdwarf]] skill. Dwarves can [[forge]] war hammers out of any weapons-grade [[metal]], though those with higher densities (like [[silver]]) tend to cause more damage. All dwarves can equip war hammers, though a tiny fraction must use two hands.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal war hammers cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal war hammer is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine war hammer is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Short_sword&amp;diff=195608</id>
		<title>v0.34:Short sword</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Short_sword&amp;diff=195608"/>
		<updated>2014-01-16T22:07:33Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:25, 21 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Steel.jpg|right|thumb|400px|''[[Steel]] '''short sword''''']]&lt;br /&gt;
A '''short sword''' is an [[attack types|edged]] [[weapon]] that is larger than a knife, with a blade long enough to make slashing effective but shorter than [[long sword|other swords]]. Short swords have the same basic attacks as other swords, but suffer slightly because of their reduced size. &lt;br /&gt;
&lt;br /&gt;
Short swords use and train the [[swordsdwarf]] skill. Dwarves can [[forge]] short swords out of any weapon-grade [[metal]], but those with [[material science|superior edge properties]] are more effective. &amp;quot;Rock short swords&amp;quot; are a special type of short sword that are constructed out of [[obsidian]] (with [[wood]]en handles) by a [[stonecrafter]] at a [[craftsdwarf's workshop]]. Rock short swords may be based on the Aztec [[wikipedia:Macuahuitl|Macuahuitl]], described as being a club with rows of sharp stone edge affixed to the sides. All dwarves can equip short swords, but a tiny fraction must use two hands.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal short swords cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal short sword is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine short sword is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Spear&amp;diff=195607</id>
		<title>v0.34:Spear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Spear&amp;diff=195607"/>
		<updated>2014-01-16T22:05:56Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:31, 22 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Brooklyn Museum 22.1419 Spear.jpg|right|thumb|250px|''A '''spear''''']]&lt;br /&gt;
A '''spear''' is a piercing [[weapon]] that is essentially a sharply pointed blade mounted on the end of a long handle. Spears are half the size of [[pike (weapon)|pikes]], but only suffer a 17% decrease in penetration. &lt;br /&gt;
&lt;br /&gt;
Spears use and train the [[speardwarf]] skill. Dwarves can [[forge]] spears out of any weapon-grade [[metal]] but those with [[material science|superior edge properties]] are more effective. For purposes of building a realistic [[danger room]] a less lethal wooden spears may be used if purchased from elves first. All dwarves can equip spears, but some must use two hands.&lt;br /&gt;
&lt;br /&gt;
Spears may also be installed in [[trap#Upright Spear/Spike|upright spear traps]], allowing them to be mechanically operated; this is particularly useful for constructing [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal spears cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal spear is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine spear is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mace&amp;diff=195606</id>
		<title>v0.34:Mace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mace&amp;diff=195606"/>
		<updated>2014-01-16T22:01:58Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Mistake Correction: forgot to hyperlink to Melt_item and Metalsmith's_forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:44, 19 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mace IMG 3823.jpg|right|thumb|200px|''A '''mace''''']]&lt;br /&gt;
A '''mace''' is a [[attack types|blunt]] [[weapon]] that consists of a rounded or flanged weight mounted on the end of a handle. Despite similarities to a [[morningstar]] in appearance, a mace is 60% larger and has twice the contact area. Compared to the other native impact weapon, maces are twice the size of [[war hammer]]s, with twice the contact area. &lt;br /&gt;
&lt;br /&gt;
Maces use and train the [[macedwarf]] skill. Dwarves can [[forge]] maces out of any weapons-grade [[metal]], though those with higher densities (like [[silver]]) tend to cause more damage. All dwarves can equip maces, though a tiny fraction must use two hands.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Maces cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine mace is [[Melt_item|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine mace is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=195605</id>
		<title>v0.34:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=195605"/>
		<updated>2014-01-16T22:00:48Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Mistake Correction: forgot to hyperlink to Melt_item and Metalsmith's_forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|04:05, 6 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
[[File:DaVinci Crossbow.JPG|thumb|220px|Sketch by Leonardo da Vinci, c. 1500]]&lt;br /&gt;
'''Crossbows''' are the only native ranged [[weapon]] available to dwarves (although one can also acquire blowguns and bows through trading or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; melee squad(s).&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a dedicated [[bowyer's workshop]] using the [[bowyer]] skill, whereas metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill. Making a crossbow from bone takes only one bone off a stack.&lt;br /&gt;
&lt;br /&gt;
Crossbows shoot [[bolt]]s, which are made in [[stack]]s of 25 (for wood and metal) or 5 (for bones); wooden and bone bolts are made at a [[craftsdwarf's workshop]], metal bolts are made at a metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
== Ranged combat ==&lt;br /&gt;
Crossbows shoot [[bolt]]s as their [[ammunition]], and will engage targets up to 20 tiles away, including shooting down z-levels. Shot bolts may miss the target and fly a bit further than intended, potentially striking another foe (but '''never''' a friendly soldier on the other side).&lt;br /&gt;
&lt;br /&gt;
The material that the crossbows are made of are irrelevant to ranged combat, where the [[quality]] of the craftsmanship and [[skill]] of the marksdwarf determine accuracy, and the quality and material of the [[bolt]]s themselves (metal being better than bone being better than wood) determines damage. If you are confident your melee soldiers can keep your marksdwarves safe from melee engagements and have a skilled [[bowyer]], then easily-produced, high-quality wooden or bone crossbows are excellent equipment for your marksdwarves.&lt;br /&gt;
&lt;br /&gt;
As can be expected, targets that are stationary are much easier to hit then those that are moving. Since marksdwarves can down targets at range, they do a much better job taking down fleeing thieves and goblin ambushes that your regular soldiers might not be able to catch.&lt;br /&gt;
&lt;br /&gt;
== Melee combat ==&lt;br /&gt;
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way. Focusing their training in defensive skills such as Blocking and Dodging is much more convenient, since it lets them at least hold off the enemy long enough to give a soldier more suited for melee combat a chance to surprise the enemy and dispatch them quickly.&lt;br /&gt;
&lt;br /&gt;
The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and [[feather tree]] wood the worst. Silver crossbows are even better, but these can only be acquired through trade and rarely have good quality multipliers. Equipping your [[fortress guard]] with light wooden crossbows will reduce the severity of the [[Justice#Punishments|beatings]] they deliver while still allowing them to pincushion enemy soldiers with masterwork steel bolts.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
Crossbows require bolts to fire, otherwise they are tantamount to useless. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather from [[leatherworking]], obtained from [[caravan|caravans]], or as [[goblinite]].&lt;br /&gt;
&lt;br /&gt;
When shot, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as shot bolts are automatically [[forbidden]] by default; in the [[orders]] screen, under [F]orbid, you can change it so that shot ammunition is automatically claimed. Otherwise, the easiest way to reclaim spent ammunition is to find them in the [[stocks]] screen and unforbid them.&lt;br /&gt;
&lt;br /&gt;
Military barracks for [[Soldier#Marksdwarves|marksdwarves]] require [[archery target]]s for training. Bolts will be a constant demand from a training marksdwarf squad; it is recommended to create a large stock of wooden bolts for training purposes, and reserve metal bolts for actual combat use.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Hunters have a special [[Military_interface#Ammunition|section]] in the military screen, from which you can modify their ammunition allotment. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal crossbows cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal crossbow is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine crossbow is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
* Crossbows can regularly pierce even adamantine armor with wooden bolts. Copper and other low-grade metals can do so virtually every time.{{bug|5516}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Crossbowman]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Archery]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mace&amp;diff=195603</id>
		<title>v0.34:Mace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mace&amp;diff=195603"/>
		<updated>2014-01-16T19:32:40Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:44, 19 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mace IMG 3823.jpg|right|thumb|200px|''A '''mace''''']]&lt;br /&gt;
A '''mace''' is a [[attack types|blunt]] [[weapon]] that consists of a rounded or flanged weight mounted on the end of a handle. Despite similarities to a [[morningstar]] in appearance, a mace is 60% larger and has twice the contact area. Compared to the other native impact weapon, maces are twice the size of [[war hammer]]s, with twice the contact area. &lt;br /&gt;
&lt;br /&gt;
Maces use and train the [[macedwarf]] skill. Dwarves can [[forge]] maces out of any weapons-grade [[metal]], though those with higher densities (like [[silver]]) tend to cause more damage. All dwarves can equip maces, though a tiny fraction must use two hands.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Maces cost '''one''' [[metal]] bar to forge, or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine mace is melted down, it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine mace is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=195597</id>
		<title>v0.34:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=195597"/>
		<updated>2014-01-16T14:41:13Z</updated>

		<summary type="html">&lt;p&gt;Wobbataco: Added forging cost and melting returns. First edit, please correct if sub-par. Bold added for clarity, too much?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|04:05, 6 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
[[File:DaVinci Crossbow.JPG|thumb|220px|Sketch by Leonardo da Vinci, c. 1500]]&lt;br /&gt;
'''Crossbows''' are the only native ranged [[weapon]] available to dwarves (although one can also acquire blowguns and bows through trading or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; melee squad(s).&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a dedicated [[bowyer's workshop]] using the [[bowyer]] skill, whereas metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill. Making a crossbow from bone takes only one bone off a stack.&lt;br /&gt;
&lt;br /&gt;
Crossbows shoot [[bolt]]s, which are made in [[stack]]s of 25 (for wood and metal) or 5 (for bones); wooden and bone bolts are made at a [[craftsdwarf's workshop]], metal bolts are made at a metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
== Ranged combat ==&lt;br /&gt;
Crossbows shoot [[bolt]]s as their [[ammunition]], and will engage targets up to 20 tiles away, including shooting down z-levels. Shot bolts may miss the target and fly a bit further than intended, potentially striking another foe (but '''never''' a friendly soldier on the other side).&lt;br /&gt;
&lt;br /&gt;
The material that the crossbows are made of are irrelevant to ranged combat, where the [[quality]] of the craftsmanship and [[skill]] of the marksdwarf determine accuracy, and the quality and material of the [[bolt]]s themselves (metal being better than bone being better than wood) determines damage. If you are confident your melee soldiers can keep your marksdwarves safe from melee engagements and have a skilled [[bowyer]], then easily-produced, high-quality wooden or bone crossbows are excellent equipment for your marksdwarves.&lt;br /&gt;
&lt;br /&gt;
As can be expected, targets that are stationary are much easier to hit then those that are moving. Since marksdwarves can down targets at range, they do a much better job taking down fleeing thieves and goblin ambushes that your regular soldiers might not be able to catch.&lt;br /&gt;
&lt;br /&gt;
== Melee combat ==&lt;br /&gt;
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way. Focusing their training in defensive skills such as Blocking and Dodging is much more convenient, since it lets them at least hold off the enemy long enough to give a soldier more suited for melee combat a chance to surprise the enemy and dispatch them quickly.&lt;br /&gt;
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The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and [[feather tree]] wood the worst. Silver crossbows are even better, but these can only be acquired through trade and rarely have good quality multipliers. Equipping your [[fortress guard]] with light wooden crossbows will reduce the severity of the [[Justice#Punishments|beatings]] they deliver while still allowing them to pincushion enemy soldiers with masterwork steel bolts.&lt;br /&gt;
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== Logistics ==&lt;br /&gt;
Crossbows require bolts to fire, otherwise they are tantamount to useless. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather from [[leatherworking]], obtained from [[caravan|caravans]], or as [[goblinite]].&lt;br /&gt;
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When shot, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as shot bolts are automatically [[forbidden]] by default; in the [[orders]] screen, under [F]orbid, you can change it so that shot ammunition is automatically claimed. Otherwise, the easiest way to reclaim spent ammunition is to find them in the [[stocks]] screen and unforbid them.&lt;br /&gt;
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Military barracks for [[Soldier#Marksdwarves|marksdwarves]] require [[archery target]]s for training. Bolts will be a constant demand from a training marksdwarf squad; it is recommended to create a large stock of wooden bolts for training purposes, and reserve metal bolts for actual combat use.&lt;br /&gt;
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== Hunting ==&lt;br /&gt;
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Hunters have a special [[Military_interface#Ammunition|section]] in the military screen, from which you can modify their ammunition allotment. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.&lt;br /&gt;
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== Forging and Melting ==&lt;br /&gt;
* Metal crossbows cost '''one''' [[metal]] bar to forge, or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal crossbow is melted down, it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine crossbow is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
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==Bugs==&lt;br /&gt;
* If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
* Crossbows can regularly pierce even adamantine armor with wooden bolts. Copper and other low-grade metals can do so virtually every time.{{bug|5516}}&lt;br /&gt;
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==See Also==&lt;br /&gt;
[[Crossbowman]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Archery]]&lt;br /&gt;
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{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Wobbataco</name></author>
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