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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xtank5</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-25T12:12:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=92531</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=92531"/>
		<updated>2010-04-14T01:56:20Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: /* Dwarf Therapist */ Added temporary support for 0.31.03&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilisations (Giant Toad and Cave Crocodile civilisations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
As of version 0.5.0 (released 04/10/10), stable support for labours and social skills has been added for DF versions 0.31.01 and 0.31.02.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unofficial support for 0.31.03 can be added by making a .ini file in the &amp;quot;\DwarfTherapist-0.5.0\etc\memory_layouts\windows&amp;quot; folder called &amp;quot;v0.31.03&amp;quot;.  The contents should be copy-pasted from [http://dethware.org/v0.31.03.ini here].  Then add &amp;quot;0x4bc3c470 = v0.31.03&amp;quot; to game_data.ini under &amp;quot;#windows&amp;quot; in the &amp;quot;\etc\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=41916.0 DFHack] ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.3.1.2) release only supports the new DF 0.31.01, 0.31.02 an 0.31.03 versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfmagma_create ====&lt;br /&gt;
Creates a 7/7 magma tile at the cursor position.&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Use with caution, releases HFS! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. Point the cursor at a vein and run this thing :)&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Voracious_cave_crawler&amp;diff=90116</id>
		<title>v0.31 Talk:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Voracious_cave_crawler&amp;diff=90116"/>
		<updated>2010-04-12T02:46:44Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this page be spoilered?  Really where do we draw the lines on spoilers in DF2010?&lt;br /&gt;
--[[User:StrongAxe|StrongAxe]] 18:01, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This guy showed up on the highest level of the underground, along with a giant cave spider and troglodytes. The people searching for this probably have already seen one. I don't think it's too spoilery. -- [[Special:Contributions/208.36.201.71|208.36.201.71]] 00:59, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
To be honest, it isn't showing in the Arena, at least. And it looks to be bugged - it never moved or attack when I found one.&lt;br /&gt;
&lt;br /&gt;
:When I found one it just scared my dwarves and got trampled to death. -- [[User:Xtank5|Xtank5]] 02:46, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does it start out hostile? -- [[User:Xtank5|Xtank5]] 02:46, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=90114</id>
		<title>v0.31:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=90114"/>
		<updated>2010-04-12T02:42:57Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: /* Cavern-dwelling */ Added Voracious Cave Crawler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, '''creatures''' are defined as any (for the sake of this article, non-{{L|vermin}}) beings you can interact with. They come in all shapes and sizes, and range from the civilized races like {{L|dwarf|dwarves}} to evil monsters like {{L|giant cave spider|giant cave spiders}}. Various creatures will interact with your fortress in many different ways.&lt;br /&gt;
&lt;br /&gt;
See also: [[Animals]]&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be bred then butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The size of the creature at it's adult age. This can be anywhere from 5,000 ([[stingray]], [[cat]]) to 25,000,000 ([[dragon]]).&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
&lt;br /&gt;
'''Locations:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====&amp;lt;small&amp;gt;Main Races&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o PLACE A CREATURE IN ~MULTIPLE~ CATEGORIES IF THEY FIT INTO THEM (with the exception of Hidden Fun Stuff)&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dwarf}}|symbol=☺|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elf}}|symbol=E|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|goblin}}|symbol=g|color=7:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|human}}|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|kobold}}|symbol=k|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Trading race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races is randomized for every game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Animalman Races&amp;lt;/small&amp;gt;====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|antman}}|symbol=a|color=0:0:1|hostile=???|food=Yes|size=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=4 castes}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|batman}}|symbol=b|color=0:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|amphibianman}}|symbol=a|color=6:0:0|hostile=???|food=Yes|size=20000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|reptileman}}|symbol=r|color=2:0:0|hostile=???|food=Yes|size=50000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|serpentman}}|symbol=s|color=7:0:1|hostile=???|food=Yes|size=50000|value=Not tameable|biome=Underground|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|olmman}}|symbol=o|color=7:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave swallow man}}|symbol=s|color=0:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave fish man}}|symbol=f|color=7:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--I am not sure about hostility. A antmen colony I found was hostile but I heard some others are not hostile. Maybe its random? Needs testing. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Domestic Animals&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cat}}|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cow}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dog}}|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|donkey}}|symbol=D|color=6:0:0|food=Yes|hostile=No|size=30,0000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|horse}}|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mule}}|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|wagon}}|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see {{L|wagon|article}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====&amp;lt;small&amp;gt;Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bronze colossus}}|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dragon}}|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hydra}}|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Semi-Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cyclops}}|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ettin}}|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant}}|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|minotaur}}|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Nonexistant&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|centaur}}|symbol=C|color=6:0:0|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|chimera}}|symbol=C|color=2:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|griffon}}|symbol=G|color=7:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
====&amp;lt;small&amp;gt;Mountain&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dark gnome}}|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant eagle}}|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hoary marmot}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain gnome}}|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|biome=Mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain goat}}|symbol=g|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Tundra&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Glacier&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Desert&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|nightwing}}|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Savanna&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Grassland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Shrubland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Forest and Taiga&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|foul blendec}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grizzly bear}}|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|strangler}}|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
====&amp;lt;small&amp;gt;Cavern-dwelling&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blind cave ogre}}|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave blob}}|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|creeping eye}}|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant cave spider}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web|webs]] and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|troll}}|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|voracious cave crawler}}|symbol=C|color=1:0:0|food=Yes|hostile=No|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
====&amp;lt;small&amp;gt;Ocean&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|angel shark}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|basking shark}}|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blacktip reef shark}}|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blue shark}}|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefin tuna}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bull shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cod}}|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|coelacanth}}|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|common skate}}|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|conger eel}}|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|frill shark}}|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant grouper}}|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great barracuda}}|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great white shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|halibut}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hammerhead shark}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|longfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|manta ray}}|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|nurse shark}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ocean sunfish}}|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|opah}}|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|shortfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spiny dogfish}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spotted wobbegong}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|swordfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|tiger shark}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|walrus}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale}}|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale shark}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whitetip reef shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Fun Stuff==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|demon}}|symbol=&amp;amp;|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome={{l|Eerie cavern|Eerie caverns}}|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|forgotten beast}}|symbol=N/A|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|titan}}|symbol=N/A|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=N/A|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=89883</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=89883"/>
		<updated>2010-04-11T19:00:21Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: /* Reaction Makeup */  Added information on adding reactions to entities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
'''Reactions''' are moddable crafting formulas. They can be tweaked and added onto to allow smelting of new metals, alloys, and many other products. They must be assigned to specific [[Entities]]; if not explicitly added to an entity's definition, they will not be able to produce that reaction. Some examples of various forms of reactions, go here [[Reaction Examples|examples]].&lt;br /&gt;
&lt;br /&gt;
Currently, a reaction can only result in an object of base quality.&lt;br /&gt;
&lt;br /&gt;
==Reaction Makeup==&lt;br /&gt;
 [REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
 [NAME:&amp;lt;REACTION_NAME&amp;gt;]&lt;br /&gt;
 &amp;lt;... [[#Buildings]] One or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reagents]] Zero or more reagent declarations...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Products]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reaction Modifiers]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Skills]] Zero or more skill declarations ...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' - Refers to a unique identifier for the reaction (Used in Entity Raws to allow an Entity to make use of the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_NAME&amp;gt;''' - String displayed in the building for the reaction.&lt;br /&gt;
&lt;br /&gt;
==Entity Use==&lt;br /&gt;
In order for an entity to use the reaction a [PERMITTED_REACTION:] tag must be added.  It works by using the '''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' after the colon.&lt;br /&gt;
 [PERMITTED_REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
Each reaction requires a building to be declared for it to be used at.&lt;br /&gt;
&lt;br /&gt;
 [BUILDING:&amp;lt;BUILDING_IDENTIFIER&amp;gt;:&amp;lt;BUILDING_KEY&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_IDENTIFIER''' - The building at which this reaction can be used. NOTE: SMELTER, KILN, KITCHEN and TANNER seem to be the only non-custom buildings allowed to be specified at this point.{{verify}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_KEY&amp;gt;''' - The key that is pressed at the building (Such as 'b' for bed at a Carpenter or a block at a Mason's). If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
==Reagents==&lt;br /&gt;
A reagent is some object that is required to produce whatever the intended object is. This is typically something like needing the ore of a metal to smelt bars of it.&lt;br /&gt;
&lt;br /&gt;
===Reagent Types===&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
 or&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Type 1: Is used for reactions where a specific type of object is required, such as a BUCKET, SWORD, etc.&lt;br /&gt;
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Type 2: Is used for when only a material type is needed, such as METAL_ORE for smelter reactions.&lt;br /&gt;
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&amp;lt;Identifier&amp;gt; - Used to refer to this reagent in the reaction Product.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Quantity&amp;gt; - Used to refer to the number of individual units of the reagent needed for the reaction. NOTE: If a bar, thread, or cloth is used as the &amp;lt;ITEM_TOKEN&amp;gt;, then this value refers to the PRODUCT_DENSITY of the object (150, 15000, 10000 respectively).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_TOKEN&amp;gt; - Refers to the hard coded ITEM_TOKEN that the reagent must be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific ITEM_TOKEN, such as TOY:ITEM_TOY_MINIFORGE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_TOKEN&amp;gt; - Refers to the hardcoded material type of the reagent, such as PLANT_MAT, METAL_ORE, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as INORGANIC:MICA. In the case of a plant type the syntax is slightly different, the MATGLOSS_SUBTYPE is actually &amp;lt;PLANT_NAME&amp;gt;:&amp;lt;PLANT_PART&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_NAME&amp;gt;'' - Refers to the actual plant's name in the raw files.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_PART&amp;gt;'' - Refers to the plant 'part' you want, whether it's the PLANT, WOOD, LEAVES, SEED, etc.&lt;br /&gt;
&lt;br /&gt;
===Reagent Modifier===&lt;br /&gt;
A reagent can be modified by attaching one, or more, of the following. The modification is used to narrow the available items that can be used for the reaction.&lt;br /&gt;
&lt;br /&gt;
'''[PRESERVE_REAGENT]''' - Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
'''[REACTION_CLASS:X]''' - Reagent's MATGLOSS_SUBTYPE must have a REACTION_CLASS of type X attached to it. Such as the various forms of Gypsum having [REACTION_CLASS:GYPSUM] in them.  Reaction classes are not hard-coded and you may freely insert REACTION_CLASS tags with custom &amp;quot;X&amp;quot; types into object definitions that will be used as reagents.&lt;br /&gt;
&lt;br /&gt;
'''[HAS_MATERIAL_REACTION_PRODUCT:X]''' - Reagent's MATGLOSS_SUBTYPE must have a MATERIAL_REACTION_PRODUCT tag. This is used primarily on items that come from a dead, or butchered, animal such as skins or fat for tanning and rendering.&lt;br /&gt;
&lt;br /&gt;
'''[UNROTTEN]''' - Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDMAT]''' - Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
&lt;br /&gt;
'''[GLASS_MATERIAL]''' - Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only use objects allowed in the Stone Menu.&lt;br /&gt;
&lt;br /&gt;
'''[FIRE_BUILD_SAFE]''' - Reagent must be considered fire safe (INORGANIC, excluding COAL types).&lt;br /&gt;
&lt;br /&gt;
'''[MAGMA_BUILD_SAFE]''' - Reagent must be considered magma safe (INORGANIC, with a melting point greater than the temperature of Magma.&lt;br /&gt;
&lt;br /&gt;
'''[CAN_USE_ARTIFACT]''' - Reagent can be an Artifact.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PLANT_MATERIAL]''' - Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SILK_MATERIAL]''' - Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SOAP_MATERIAL]''' - Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_LEATHER_MATERIAL]''' - Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_BONE_MATERIAL]''' - Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SHELL_MATERIAL]''' - Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_TOOTH_MATERIAL]''' - Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_HORN_MATERIAL]''' - Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PEARL_MATERIAL]''' - Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
&lt;br /&gt;
'''[USE_BODY_COMPONENT]''' - Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
'''[METAL_ORE]''' - Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_WEB]''' - States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
&lt;br /&gt;
'''[WEB_ONLY]''' - States that the material has to be web (For making only silk thread?).&lt;br /&gt;
&lt;br /&gt;
'''[POTASHABLE]''' - The reagent must be able to be turned into pot ash.&lt;br /&gt;
&lt;br /&gt;
'''[EMPTY]''' - If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
'''[CONTAINS_LYE]''' - If the reagent is a container, it must contain LYE.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_CONTAIN_BARREL_ITEM]''' - If the reagent is a Barrel, it must not contain an item that has to reside in a barrel (Such as alcohol?).&lt;br /&gt;
&lt;br /&gt;
'''[BAG]''' - Reagent has to be a bag.  Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
These are the results of a given reaction. There may be any number of such results.&lt;br /&gt;
&lt;br /&gt;
===Product Format===&lt;br /&gt;
 [PRODUCT:&amp;lt;CHANCE&amp;gt;:&amp;lt;QUANTITY&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;CHANCE&amp;gt;''' - This is the chance (As a percent) that the &amp;lt;QUANTITY&amp;gt; number of items will be created after this reaction completes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;QUANTITY&amp;gt;''' - This is the number of the item to be created.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_TOKEN&amp;gt;''' - This is the ITEM_TOKEN of the result.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_SUBTYPE&amp;gt;''' - This is a ITEM_SUBTYPE listed in an actual Raw File.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS&amp;gt;''' - This is the MATGLOSS of the item. If you want to use the MATGLOSS information of a Reagent, then this is GET_MATERIAL_FROM_REAGENT:IDENTIFIER, where IDENTIFIER is the reagent's identifier in the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS_SUBTYPE&amp;gt;''' - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as PLANT_MAT:MUSHROOM_HELMET_PLUMP. If GET_MATERIAL_FROM_REAGENT was used in the MATGLOSS, you can specify a type, or you can state NONE, to recieve the MATGLOSS_SUBTYPE of the reagent.&lt;br /&gt;
&lt;br /&gt;
Note that vermin can be created by using code similar to: [PRODUCT:100:1:VERMIN:NO_SUBTYPE:ROACH_LARGE:ROACH_LARGE]&lt;br /&gt;
&lt;br /&gt;
===Product Modifiers===&lt;br /&gt;
Each product may have a zero, or more, modifiers following its declaration.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;]''' - This states that the product should be put into a specific container listed in as a reagent.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;IDENTIFIER&amp;gt;'' - Refers back to a reagent identifier.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_DIMENSIONS:&amp;lt;DIMENSION&amp;gt;]''' - Used to specify the dimensions of the object, primarily for use with bars, threads, and cloth.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;DIMENSION&amp;gt;'' - The 'size' of the object, for use in reactions that require a certain amount of bars, threads and cloth. 'Normal' size is bars = 150, threads = 15000 and cloth = 10000.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Reaction Modifiers==&lt;br /&gt;
Reactions can be further modified by the adding zero or more of the following.&lt;br /&gt;
&lt;br /&gt;
'''[FUEL]''' - Which states that it must take some form of COAL (COKE or CHARCOAL) to fuel it. If the building requires magma, it's assumed that this tag is ignored.&lt;br /&gt;
&lt;br /&gt;
'''[AUTOMATIC]''' - Meaning that if the reagents are present, this reaction is automatically added to the work list of the building, such as 'Butcher Animal' at a Butcher's or 'Gather Web' at a Loom.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skills have to be associated with a reaction. This dictates what skill receives the experience and who can do the job. More than one skill can be associated with the reaction, but only the last SKILL on the list, that a dwarf can perform, receives experience.&lt;br /&gt;
&lt;br /&gt;
 [SKILL:&amp;lt;SKILL_TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;SKILL_TOKEN&amp;gt;''' - This is SKILL_TOKEN for the reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=89528</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=89528"/>
		<updated>2010-04-11T04:27:31Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilisations (Giant Toad and Cave Crocodile civilisations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
As of version 0.5.0 (released 04/10/10), stable support for labours and social skills has been added for DF versions 0.31.01 and 0.31.02.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=89527</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=89527"/>
		<updated>2010-04-11T04:26:29Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Edited information pertaining to Dwarf Therapist release 0.5.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilisations (Giant Toad and Cave Crocodile civilisations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229.msg1136017#msg1136017 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
As of version 0.5.0 (released 04/10/10), stable support for labours and social skills has been added for DF versions 0.31.01 and 0.31.02.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xtank5/monobook.js&amp;diff=85752</id>
		<title>User:Xtank5/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xtank5/monobook.js&amp;diff=85752"/>
		<updated>2010-04-07T00:55:27Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Created page with 'importScript('User:Briess/hideAnnouncements.js'); importScript('User:Emi/clock.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;br /&gt;
importScript('User:Emi/clock.js');&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sphalerite&amp;diff=85746</id>
		<title>v0.31:Sphalerite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sphalerite&amp;diff=85746"/>
		<updated>2010-04-07T00:47:27Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}'''Sphalerite''' is a {{L|ore}} of {{L|zinc}} found in the game, and can be used as an ingredient in the {{L|smelter|smelting}} of {{L|brass}}.  In the game, sphalerite is found as veins in {{L|metamorphic layer}}s.&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=83063</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=83063"/>
		<updated>2010-04-04T21:43:10Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Whoops.  Now I fixed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Nobles are &amp;lt;s&amp;gt;good for nothing piles of turd&amp;lt;/s&amp;gt; [[40d:dwarf|dwarves]] that &amp;lt;s&amp;gt;do pretty much nothing, except for demanding everything&amp;lt;/s&amp;gt; have &amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;special duties&amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt; in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[40d:Room#Room_quality|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[40d:Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointed Nobles ==&lt;br /&gt;
&lt;br /&gt;
These are nobles that rise from your body of existing dwarves.  With the exception of the [[40d:Leader|Leader/Mayor]], you can appoint or replace any at any time through the {{k|n}}obles &amp;amp; administrators screen.&lt;br /&gt;
&lt;br /&gt;
See main articles for more information in all cases.&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Leader|Expedition Leader / Mayor]]===&lt;br /&gt;
:Listens to the complaints of other dwarves to make them happier.  Uses [[40d:social skill|social skill]]s. Needs an [[40d:office|office]] in order to meet with outpost [[40d:liaison|liaison]]s. It is not possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is automatically chosen for you before the game [[40d:embark|starts]] based largely on [[40d:skill|administrative and social]] skills. A starting dwarf given just [[40d:experience|Novice]] level in [[40d:appraisal|appraisal]] is usually selected for this job, and additional, similar skills almost ensure it 100%.&lt;br /&gt;
&lt;br /&gt;
You can only appoint a new Expedition Leader if your original is slain.  If you do not choose a new one, a random dwarf will be semi-randomly selected for the job after about half a season.&lt;br /&gt;
:* [[40d:Leader|'''Mayor''']] &lt;br /&gt;
::Automatically promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[40d:mandate|mandate]]s. The position of mayor is up for election every couple of years, but the existing mayor can be re-elected.  This election is apparently influenced heavily by the number of [[40d:friend|friend]]s your dwarfs have at the time of the election, and can sometimes result in non-optimal selections (mayors with no appropriate skills whatsoever elected over well-qualified candidates), but the process is not completely understood. &lt;br /&gt;
&lt;br /&gt;
=== [[40d:Outpost broker|Outpost broker]] === &lt;br /&gt;
:Utilizes the [[40d:appraiser|appraiser]] skill and [[40d:social skill|social skill]]s.  Is the person you send to the [[40d:depot|depot]] to do your [[40d:trading|trading]].  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
:: Outpost Broker changes title according to the status of your [[40d:fortress|fortress]].&lt;br /&gt;
&lt;br /&gt;
The Broker has no office requirements, also, traits that allow for the broker to develop the necessary skills are in often times opposite of those that make a good Manager, it is smart to separate the two responsibilities. &lt;br /&gt;
&lt;br /&gt;
''You want your brokers to have low cooperation as it will enhance their intimidate skill, but you want your Manager to have high cooperation as it will enhance their pacifier skill. It's fine if your brokers have low honesty because they develop the liar skill, but you want your Manager to have high honesty so they develop Flatter; however, Flatterer appears to be useful in trading as well.''&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Manager|Manager]] ===&lt;br /&gt;
:Utilizes the [[40d:organizer|organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
:: Changes title according to the status of your [[40d:fortress|fortress]].&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Bookkeeper|Bookkeeper]] === &lt;br /&gt;
:Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
::* Upgrades to [[40d:treasurer|treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[40d:grand treasurer|grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[40d:hoardmaster|hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
''The same [[40d:office|office]] can be used to both take stock and to conduct meetings, for both the bookkeeper and the manager, early it is fine to have these two responsibilities shared by the same dwarf, saving on real estate and decorating costs in the early game. Later though as your fort increases you will want to separate them so bookkeeping isn't taking your managers time.''&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Sheriff|Sheriff]] ===&lt;br /&gt;
:You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
::* [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[40d:mayor|mayor]]. Activates [[40d:fortress guard|fortress guard]].&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in [[40d:immigration|immigration]] waves and can never be appointed or replaced* by the player.&lt;br /&gt;
&lt;br /&gt;
:''(* unless the player arranges for an [[40d:unfortunate accident|unfortunate accident]].)''&lt;br /&gt;
&lt;br /&gt;
See main articles for more information in all cases.&lt;br /&gt;
&lt;br /&gt;
===  [[40d:King|King / Queen]] === &lt;br /&gt;
Ruler of your parent [[40d:civilization|civilization]] and upgrades your fort to Mountainhome. Will usually arrive with an entourage...&lt;br /&gt;
&lt;br /&gt;
====  [[40d:King consort|Royal Consort]] ====&lt;br /&gt;
Occasionally same gender as the King, although this has been fixed in the dev log.&lt;br /&gt;
&lt;br /&gt;
====  [[40d:Advisor|Advisor]] ====&lt;br /&gt;
Arrives with the King's entourage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Baron|Baron(ess)]] === &lt;br /&gt;
Arrives at 80 dwarves and an unverified exported wealth.&lt;br /&gt;
* Activates the [[40d:dwarven economy|dwarven economy]].&lt;br /&gt;
* Upgrades to [[40d:Count|Count(ess)]] at 110.&lt;br /&gt;
* Upgrade to [[40d:Duke|Duke/Duchess]] at 140.  {{verify}}&lt;br /&gt;
&lt;br /&gt;
====  [[40d:Baron Consort|Baron(ess) Consort]] ====&lt;br /&gt;
Arrives with the [[40d:Baron|Baron(ess)]].&lt;br /&gt;
* Upgrades to [[40d:Count Consort|Count Consort]] at 110.&lt;br /&gt;
* Upgrades to [[40d:Duke Consort|Duke/Duchess Consort]] at 140.&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Duke|Duke / Duchess]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[Duke_consort|Duke/Duchess Consort]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Count|Count(ess)]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[40d:Count consort|Count(ess) Consort]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Dungeon master|Dungeon master]]===  &lt;br /&gt;
Trains and cares for [[40d:animals|animals]] and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Hammerer|Hammerer]]=== &lt;br /&gt;
He or she will enforce the law with a mighty [[40d:hammer|hammer]].  Arrives either at 80 dwarves or with the Baron (equivalent). (Arrival trigger unknown - appears with the Count and the Countess generally.)&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Philosopher|Philosopher]]=== &lt;br /&gt;
Has no [[40d:labor|labor]] options turned on, but has no requirements and makes no [[40d:mandate|mandate]]s. He is basically a [[40d:child|child]] who is &amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;wise&amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Tax collector|Tax collector]] === &lt;br /&gt;
Arrives either at 80 dwarves or with the Baron (equivalent).&lt;br /&gt;
&lt;br /&gt;
== Room Requirements ==&lt;br /&gt;
&lt;br /&gt;
The nobles require various rooms assigned to them. If you're running out of time and your noble is starting to get angry, [[How do I increase the value of a room quickly and easily|here are some tips on increasing the value of the room quickly]].  As a quick reference, here is a summary of those rooms:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
!Noble!!Quarters!!Dining Room!!Office!!Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Advisor&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Throne Room||—&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Bedroom||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Office||bgcolor=&amp;quot;#ffff88&amp;quot;|Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)'s consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Bedroom||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||—||bgcolor=&amp;quot;#ffff88&amp;quot;|Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Bookkeeper&lt;br /&gt;
|—||—||bgcolor=&amp;quot;#ffffee&amp;quot;|Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Captain of the guard&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count(ess)&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Throne Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||—||bgcolor=&amp;quot;#ffff44&amp;quot;|Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke&lt;br /&gt;
|bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Bedroom||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Dining Room||bgcolor=&amp;quot;#ffff22&amp;quot;|Opulent Throne Room||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke Consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Bedroom||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Dining Room||—||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Dungeon Master&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||bgcolor=&amp;quot;#ffffaa&amp;quot;|Burial Chamber&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Hammerer&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||—||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King/Queen&lt;br /&gt;
|bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Bedroom||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Dining Room||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Throne Room||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King/Queen Consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Quarters||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Dining Room||—||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Manager&lt;br /&gt;
|—||—||bgcolor=&amp;quot;#ffffee&amp;quot;|Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Mayor&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Broker&lt;br /&gt;
|—||—||—||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Sheriff&lt;br /&gt;
|bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Tax Collector&lt;br /&gt;
|bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||—&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Meager Offices ===&lt;br /&gt;
The easiest way to give dwarves a meager office is simply to assign them a single seat in your communal dining room, making the designated &amp;quot;office&amp;quot; 1-tile large.&lt;br /&gt;
&lt;br /&gt;
=== Noble Spouses ===&lt;br /&gt;
It may be worth assigning an empty noble position to the spouse of another noble, so that they'll share the grand bedroom and then you don't have to build one for each.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=83060</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=83060"/>
		<updated>2010-04-04T21:41:01Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Fixed Duke Consort red-link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Nobles are &amp;lt;s&amp;gt;good for nothing piles of turd&amp;lt;/s&amp;gt; [[40d:dwarf|dwarves]] that &amp;lt;s&amp;gt;do pretty much nothing, except for demanding everything&amp;lt;/s&amp;gt; have &amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;special duties&amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt; in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[40d:Room#Room_quality|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[40d:Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointed Nobles ==&lt;br /&gt;
&lt;br /&gt;
These are nobles that rise from your body of existing dwarves.  With the exception of the [[40d:Leader|Leader/Mayor]], you can appoint or replace any at any time through the {{k|n}}obles &amp;amp; administrators screen.&lt;br /&gt;
&lt;br /&gt;
See main articles for more information in all cases.&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Leader|Expedition Leader / Mayor]]===&lt;br /&gt;
:Listens to the complaints of other dwarves to make them happier.  Uses [[40d:social skill|social skill]]s. Needs an [[40d:office|office]] in order to meet with outpost [[40d:liaison|liaison]]s. It is not possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is automatically chosen for you before the game [[40d:embark|starts]] based largely on [[40d:skill|administrative and social]] skills. A starting dwarf given just [[40d:experience|Novice]] level in [[40d:appraisal|appraisal]] is usually selected for this job, and additional, similar skills almost ensure it 100%.&lt;br /&gt;
&lt;br /&gt;
You can only appoint a new Expedition Leader if your original is slain.  If you do not choose a new one, a random dwarf will be semi-randomly selected for the job after about half a season.&lt;br /&gt;
:* [[40d:Leader|'''Mayor''']] &lt;br /&gt;
::Automatically promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[40d:mandate|mandate]]s. The position of mayor is up for election every couple of years, but the existing mayor can be re-elected.  This election is apparently influenced heavily by the number of [[40d:friend|friend]]s your dwarfs have at the time of the election, and can sometimes result in non-optimal selections (mayors with no appropriate skills whatsoever elected over well-qualified candidates), but the process is not completely understood. &lt;br /&gt;
&lt;br /&gt;
=== [[40d:Outpost broker|Outpost broker]] === &lt;br /&gt;
:Utilizes the [[40d:appraiser|appraiser]] skill and [[40d:social skill|social skill]]s.  Is the person you send to the [[40d:depot|depot]] to do your [[40d:trading|trading]].  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
:: Outpost Broker changes title according to the status of your [[40d:fortress|fortress]].&lt;br /&gt;
&lt;br /&gt;
The Broker has no office requirements, also, traits that allow for the broker to develop the necessary skills are in often times opposite of those that make a good Manager, it is smart to separate the two responsibilities. &lt;br /&gt;
&lt;br /&gt;
''You want your brokers to have low cooperation as it will enhance their intimidate skill, but you want your Manager to have high cooperation as it will enhance their pacifier skill. It's fine if your brokers have low honesty because they develop the liar skill, but you want your Manager to have high honesty so they develop Flatter; however, Flatterer appears to be useful in trading as well.''&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Manager|Manager]] ===&lt;br /&gt;
:Utilizes the [[40d:organizer|organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
:: Changes title according to the status of your [[40d:fortress|fortress]].&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Bookkeeper|Bookkeeper]] === &lt;br /&gt;
:Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
::* Upgrades to [[40d:treasurer|treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[40d:grand treasurer|grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
::* Further upgrades to [[40d:hoardmaster|hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
''The same [[40d:office|office]] can be used to both take stock and to conduct meetings, for both the bookkeeper and the manager, early it is fine to have these two responsibilities shared by the same dwarf, saving on real estate and decorating costs in the early game. Later though as your fort increases you will want to separate them so bookkeeping isn't taking your managers time.''&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Sheriff|Sheriff]] ===&lt;br /&gt;
:You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
::* [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[40d:mayor|mayor]]. Activates [[40d:fortress guard|fortress guard]].&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in [[40d:immigration|immigration]] waves and can never be appointed or replaced* by the player.&lt;br /&gt;
&lt;br /&gt;
:''(* unless the player arranges for an [[40d:unfortunate accident|unfortunate accident]].)''&lt;br /&gt;
&lt;br /&gt;
See main articles for more information in all cases.&lt;br /&gt;
&lt;br /&gt;
===  [[40d:King|King / Queen]] === &lt;br /&gt;
Ruler of your parent [[40d:civilization|civilization]] and upgrades your fort to Mountainhome. Will usually arrive with an entourage...&lt;br /&gt;
&lt;br /&gt;
====  [[40d:King consort|Royal Consort]] ====&lt;br /&gt;
Occasionally same gender as the King, although this has been fixed in the dev log.&lt;br /&gt;
&lt;br /&gt;
====  [[40d:Advisor|Advisor]] ====&lt;br /&gt;
Arrives with the King's entourage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Baron|Baron(ess)]] === &lt;br /&gt;
Arrives at 80 dwarves and an unverified exported wealth.&lt;br /&gt;
* Activates the [[40d:dwarven economy|dwarven economy]].&lt;br /&gt;
* Upgrades to [[40d:Count|Count(ess)]] at 110.&lt;br /&gt;
* Upgrade to [[40d:Duke|Duke/Duchess]] at 140.  {{verify}}&lt;br /&gt;
&lt;br /&gt;
====  [[40d:Baron Consort|Baron(ess) Consort]] ====&lt;br /&gt;
Arrives with the [[40d:Baron|Baron(ess)]].&lt;br /&gt;
* Upgrades to [[40d:Count Consort|Count Consort]] at 110.&lt;br /&gt;
* Upgrades to [[40d:Duke Consort|Duke/Duchess Consort]] at 140.&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Duke|Duke / Duchess]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[40d:Duke_consort|Duke/Duchess Consort]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[40d:Count|Count(ess)]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[40d:Count consort|Count(ess) Consort]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Dungeon master|Dungeon master]]===  &lt;br /&gt;
Trains and cares for [[40d:animals|animals]] and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Hammerer|Hammerer]]=== &lt;br /&gt;
He or she will enforce the law with a mighty [[40d:hammer|hammer]].  Arrives either at 80 dwarves or with the Baron (equivalent). (Arrival trigger unknown - appears with the Count and the Countess generally.)&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Philosopher|Philosopher]]=== &lt;br /&gt;
Has no [[40d:labor|labor]] options turned on, but has no requirements and makes no [[40d:mandate|mandate]]s. He is basically a [[40d:child|child]] who is &amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;wise&amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===  [[40d:Tax collector|Tax collector]] === &lt;br /&gt;
Arrives either at 80 dwarves or with the Baron (equivalent).&lt;br /&gt;
&lt;br /&gt;
== Room Requirements ==&lt;br /&gt;
&lt;br /&gt;
The nobles require various rooms assigned to them. If you're running out of time and your noble is starting to get angry, [[How do I increase the value of a room quickly and easily|here are some tips on increasing the value of the room quickly]].  As a quick reference, here is a summary of those rooms:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
!Noble!!Quarters!!Dining Room!!Office!!Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Advisor&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Throne Room||—&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Bedroom||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Office||bgcolor=&amp;quot;#ffff88&amp;quot;|Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)'s consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Bedroom||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||—||bgcolor=&amp;quot;#ffff88&amp;quot;|Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Bookkeeper&lt;br /&gt;
|—||—||bgcolor=&amp;quot;#ffffee&amp;quot;|Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Captain of the guard&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count(ess)&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Throne Room||bgcolor=&amp;quot;#ffff44&amp;quot;|Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff44&amp;quot;|Great Bedroom||bgcolor=&amp;quot;#ffff44&amp;quot;|Great Dining Room||—||bgcolor=&amp;quot;#ffff44&amp;quot;|Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke&lt;br /&gt;
|bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Bedroom||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Dining Room||bgcolor=&amp;quot;#ffff22&amp;quot;|Opulent Throne Room||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke Consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Bedroom||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Dining Room||—||bgcolor=&amp;quot;#ffff22&amp;quot;|Grand Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Dungeon Master&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||bgcolor=&amp;quot;#ffffaa&amp;quot;|Burial Chamber&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Hammerer&lt;br /&gt;
|bgcolor=&amp;quot;#ffffaa&amp;quot;|Quarters||bgcolor=&amp;quot;#ffffaa&amp;quot;|Dining Room||—||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King/Queen&lt;br /&gt;
|bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Bedroom||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Dining Room||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Throne Room||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King/Queen Consort&lt;br /&gt;
|bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Quarters||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Dining Room||—||bgcolor=&amp;quot;#ffff00&amp;quot;|Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Manager&lt;br /&gt;
|—||—||bgcolor=&amp;quot;#ffffee&amp;quot;|Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Mayor&lt;br /&gt;
|bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Quarters||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Dining Room||bgcolor=&amp;quot;#ffff88&amp;quot;|Decent Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Broker&lt;br /&gt;
|—||—||—||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Sheriff&lt;br /&gt;
|bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Tax Collector&lt;br /&gt;
|bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Quarters||bgcolor=&amp;quot;#ffffcc&amp;quot;|Modest Dining Room||bgcolor=&amp;quot;#ffffaa&amp;quot;|Office||—&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Meager Offices ===&lt;br /&gt;
The easiest way to give dwarves a meager office is simply to assign them a single seat in your communal dining room, making the designated &amp;quot;office&amp;quot; 1-tile large.&lt;br /&gt;
&lt;br /&gt;
=== Noble Spouses ===&lt;br /&gt;
It may be worth assigning an empty noble position to the spouse of another noble, so that they'll share the grand bedroom and then you don't have to build one for each.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=83058</id>
		<title>40d:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=83058"/>
		<updated>2010-04-04T21:39:20Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Fixed Nobles red-link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''If you are looking for the symbols that flash over a dwarf icon, see [[40d:status icons|status icons]].''&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|z}} during [[40d:Dwarf Fortress Mode|Dwarf Fortress Mode]] brings up the '''status screen'''.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
=== Title Bar ===&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{key|4}} and {{key|6}}, and then selected with {{key|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[40d:Animals|Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[40d:Kitchen|Kitchen]] - The Kitchen Status screen allows you to set cooking (including cheesemaking) and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[40d:Stone|Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[40d:Stocks|Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[40d:Price|Price]]s - The Prices Status screen becomes available once you have an [[40d:economy|economy]].  It allows you to examine the fortress's item prices.&lt;br /&gt;
* [[40d:Currency|Currency]] - The Currency Status screen becomes available once you have an economy.  It allows you to examine how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
* [[40d:Justice|Justice]] - The Justice Status screen becomes available once you qualify for a [[40d:Sheriff|Sheriff]] (even if you don't have one). It allows you to examine any offending dwarves as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
=== Main Status Screen ===&lt;br /&gt;
This is the screen that appears by default when you press {{key|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.  &lt;br /&gt;
* The upper left hand corner lists the amount of [[40d:wealth|wealth]] created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[40d:immigration|immigration]], get be[[40d:siege|siege]]d, or get better trade goods from [[40d:caravan|caravan]]s.  Note that this figure will only show if you have a [[40d:broker|broker]] with [[40d:appraisal|appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This also requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[40d:rhesus macaques|rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy (rope reed cloth) worth 50.  This increases imports by 50.  You then make this into a rope reed bag worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[40d:bookkeeper|bookkeeper]] with the [[40d:record keeper|record keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[40d:office|office]] to take inventory, and it will take some time for him to count. Also note that the 'Other' class includes immediately edible items (eg. prepared meals, cheese), potentially edible items (eg. flour, syrup), and inedible items (eg. dye), and is therefore an unreliable indicator of a fortress' food stores.&lt;br /&gt;
** TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc.&lt;br /&gt;
&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
=== Animal Status Screen ===&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;[[40d:stray|stray]]&amp;quot; indicates that the animal is not any Dwarf's pet. In the case of [[40d:war dog|war dog]]s, it means the dog has not been assigned to a dwarf. &lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they are owned by an immigrant. Named animals may also have made a kill.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet.&lt;br /&gt;
* Work Animal - This animal has been trained as either a hunting dog or war dog, and has not been assigned an owner.&lt;br /&gt;
* Unavailable - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
* Marked for Slaughter - This animal will be butchered when a [[40d:butcher|butcher]] becomes available.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{key|b}} - Marks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Status Screen ===&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[40d:cooking|cooking]] or [[40d:brewing|brewing]]. Cooking permission is also used/needed for [[40d:cheese|cheese]]making from [[40d:milk|milk]] items. The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The permissions column to the right is subdivided into two additional columns.  One for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This items is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed. (Any [[40d:Alcohol#Cooking|alcohol can be cooked.]])&lt;br /&gt;
&lt;br /&gt;
Note that if a new food is obtained, the default is &amp;quot;cook&amp;quot;.  This includes recently [[40d:butcher|butcher]]ed animals, [[40d:food|food]]stuffs gained from trading, first [[40d:crop|crop]]s from [[40d:seed|seed]]s, and plants [[40d:Plant gathering|gathered]] from the wild.  Items that have been designated as [[40d:forbid|forbid]]den will not be listed on this menu.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{key|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
=== Stone Status Screen ===&lt;br /&gt;
This screen lists all [[40d:Economic_stone|economic stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[40d:chalk|chalk]] can be used in the process of creating [[40d:steel|steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[40d:regions|regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{key|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
This screen also provides a full list of each stone type's economic uses.&lt;br /&gt;
&lt;br /&gt;
=== Stocks Status Screen ===&lt;br /&gt;
(Main article: [[40d:Stocks|Stocks]])&lt;br /&gt;
&lt;br /&gt;
The stocks screen shows you a list of all of the goods your Dwarves own.  Its accuracy relies heavily upon the Bookkeeper.  &lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  The number to the left is the number of items accessible to use, (in a [[40d:stockpile|stockpile]] or scattered on the floor) and beside that in red is the number of inaccessible items. (parts of buildings, remains of pets and citizens, marked forbidden, marked for melting or dumping, belonging to traders, etc.)&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{key|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
=== Prices Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen appears after the [[40d:dwarven economy|dwarven economy]] is activated.  It lists the relative prices of (most) goods by category on the left.  An item's price is equal to its base value multiplied by all of the relevant price multipliers.  Most items will have several multipliers.  For example, an [[40d:Quality|exceptional]] [[40d:stone|mica]] [[40d:Trade good|mug]] has a base value of 50☼.  If the price of goblets is 50%, stone in general is 60%, and mica is 120%, the price of this mug will be 50☼ * 0.50 * 0.60 * 1.20 = 18☼.  [[40d:Decoration|Decoration]]s are unaffected by these multipliers.  This includes the [[40d:cloth|cloth]] and [[40d:dye|dye]] used to make cloth items, as well as the ingredients in [[40d:Cook|prepared]] [[40d:food|food]].&lt;br /&gt;
&lt;br /&gt;
The [[broker]] sets the prices of most items between 50% and 200% based on supply and demand: make more of an item, and the price will drop.  [[40d:Noble|Nobles]] will often increase the prices of goods for which they have a [[40d:preference|preference]], and can increase prices beyond 200%.&lt;br /&gt;
&lt;br /&gt;
=== Currency Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
This screen lists how many [[40d:coin|coin]]s of gold, silver and copper you have minted. It also lists how many your coins of each type that your bookkeeper recommends your fortress needs. Note that many players recommend not minting any coins and the figure given by the bookkeeper appears to have little to no effect on the game.&lt;br /&gt;
&lt;br /&gt;
=== Justice Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This option only appears when a fortress is large enough to need a [[40d:sheriff|sheriff]] to dispense [[40d:justice|justice]]. &lt;br /&gt;
&lt;br /&gt;
In the upper right of this screen is &amp;quot;Cages &amp;amp; Chains&amp;quot;, which shows the total number of combined  [[40d:cage|cage]]s plus [[40d:restraints|restraints]] designated for justice out of the total currently available.  It's important to note that although it says &amp;quot;chains&amp;quot;, it's counting both ''ropes'' and chains as well as cages - and ropes are not as desirable as chains when used as [[40d:restraint|restraint]]s for this purpose.  If you have adequate chains and cages (at least 1 cage, rope or chain for every 10 dwarves) the number will be blue, or red if you don't have enough. &lt;br /&gt;
&lt;br /&gt;
Along the left hand side is a list of known criminals. The right side lists all of the dwarf's crimes (including the victim of each crime), as well as any pending punishments (including the officer performing the punishment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=83056</id>
		<title>40d:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=83056"/>
		<updated>2010-04-04T21:37:24Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Fixed Economic Stone red-link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''If you are looking for the symbols that flash over a dwarf icon, see [[40d:status icons|status icons]].''&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|z}} during [[40d:Dwarf Fortress Mode|Dwarf Fortress Mode]] brings up the '''status screen'''.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
=== Title Bar ===&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{key|4}} and {{key|6}}, and then selected with {{key|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[40d:Animals|Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[40d:Kitchen|Kitchen]] - The Kitchen Status screen allows you to set cooking (including cheesemaking) and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[40d:Stone|Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[40d:Stocks|Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[40d:Price|Price]]s - The Prices Status screen becomes available once you have an [[40d:economy|economy]].  It allows you to examine the fortress's item prices.&lt;br /&gt;
* [[40d:Currency|Currency]] - The Currency Status screen becomes available once you have an economy.  It allows you to examine how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
* [[40d:Justice|Justice]] - The Justice Status screen becomes available once you qualify for a [[40d:Sheriff|Sheriff]] (even if you don't have one). It allows you to examine any offending dwarves as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
=== Main Status Screen ===&lt;br /&gt;
This is the screen that appears by default when you press {{key|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.  &lt;br /&gt;
* The upper left hand corner lists the amount of [[40d:wealth|wealth]] created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[40d:immigration|immigration]], get be[[40d:siege|siege]]d, or get better trade goods from [[40d:caravan|caravan]]s.  Note that this figure will only show if you have a [[40d:broker|broker]] with [[40d:appraisal|appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This also requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[40d:rhesus macaques|rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy (rope reed cloth) worth 50.  This increases imports by 50.  You then make this into a rope reed bag worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[40d:bookkeeper|bookkeeper]] with the [[40d:record keeper|record keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[40d:office|office]] to take inventory, and it will take some time for him to count. Also note that the 'Other' class includes immediately edible items (eg. prepared meals, cheese), potentially edible items (eg. flour, syrup), and inedible items (eg. dye), and is therefore an unreliable indicator of a fortress' food stores.&lt;br /&gt;
** TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc.&lt;br /&gt;
&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
=== Animal Status Screen ===&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;[[40d:stray|stray]]&amp;quot; indicates that the animal is not any Dwarf's pet. In the case of [[40d:war dog|war dog]]s, it means the dog has not been assigned to a dwarf. &lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they are owned by an immigrant. Named animals may also have made a kill.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet.&lt;br /&gt;
* Work Animal - This animal has been trained as either a hunting dog or war dog, and has not been assigned an owner.&lt;br /&gt;
* Unavailable - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
* Marked for Slaughter - This animal will be butchered when a [[40d:butcher|butcher]] becomes available.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{key|b}} - Marks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Status Screen ===&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[40d:cooking|cooking]] or [[40d:brewing|brewing]]. Cooking permission is also used/needed for [[40d:cheese|cheese]]making from [[40d:milk|milk]] items. The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The permissions column to the right is subdivided into two additional columns.  One for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This items is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed. (Any [[40d:Alcohol#Cooking|alcohol can be cooked.]])&lt;br /&gt;
&lt;br /&gt;
Note that if a new food is obtained, the default is &amp;quot;cook&amp;quot;.  This includes recently [[40d:butcher|butcher]]ed animals, [[40d:food|food]]stuffs gained from trading, first [[40d:crop|crop]]s from [[40d:seed|seed]]s, and plants [[40d:Plant gathering|gathered]] from the wild.  Items that have been designated as [[40d:forbid|forbid]]den will not be listed on this menu.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{key|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
=== Stone Status Screen ===&lt;br /&gt;
This screen lists all [[40d:Economic_stone|economic stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[40d:chalk|chalk]] can be used in the process of creating [[40d:steel|steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[40d:regions|regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{key|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
This screen also provides a full list of each stone type's economic uses.&lt;br /&gt;
&lt;br /&gt;
=== Stocks Status Screen ===&lt;br /&gt;
(Main article: [[40d:Stocks|Stocks]])&lt;br /&gt;
&lt;br /&gt;
The stocks screen shows you a list of all of the goods your Dwarves own.  Its accuracy relies heavily upon the Bookkeeper.  &lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  The number to the left is the number of items accessible to use, (in a [[40d:stockpile|stockpile]] or scattered on the floor) and beside that in red is the number of inaccessible items. (parts of buildings, remains of pets and citizens, marked forbidden, marked for melting or dumping, belonging to traders, etc.)&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{key|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
=== Prices Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen appears after the [[40d:dwarven economy|dwarven economy]] is activated.  It lists the relative prices of (most) goods by category on the left.  An item's price is equal to its base value multiplied by all of the relevant price multipliers.  Most items will have several multipliers.  For example, an [[40d:Quality|exceptional]] [[40d:stone|mica]] [[40d:Trade good|mug]] has a base value of 50☼.  If the price of goblets is 50%, stone in general is 60%, and mica is 120%, the price of this mug will be 50☼ * 0.50 * 0.60 * 1.20 = 18☼.  [[40d:Decoration|Decoration]]s are unaffected by these multipliers.  This includes the [[40d:cloth|cloth]] and [[40d:dye|dye]] used to make cloth items, as well as the ingredients in [[40d:Cook|prepared]] [[40d:food|food]].&lt;br /&gt;
&lt;br /&gt;
The [[broker]] sets the prices of most items between 50% and 200% based on supply and demand: make more of an item, and the price will drop.  [[40d:Nobles|Nobles]] will often increase the prices of goods for which they have a [[40d:preference|preference]], and can increase prices beyond 200%.&lt;br /&gt;
&lt;br /&gt;
=== Currency Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
This screen lists how many [[40d:coin|coin]]s of gold, silver and copper you have minted. It also lists how many your coins of each type that your bookkeeper recommends your fortress needs. Note that many players recommend not minting any coins and the figure given by the bookkeeper appears to have little to no effect on the game.&lt;br /&gt;
&lt;br /&gt;
=== Justice Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This option only appears when a fortress is large enough to need a [[40d:sheriff|sheriff]] to dispense [[40d:justice|justice]]. &lt;br /&gt;
&lt;br /&gt;
In the upper right of this screen is &amp;quot;Cages &amp;amp; Chains&amp;quot;, which shows the total number of combined  [[40d:cage|cage]]s plus [[40d:restraints|restraints]] designated for justice out of the total currently available.  It's important to note that although it says &amp;quot;chains&amp;quot;, it's counting both ''ropes'' and chains as well as cages - and ropes are not as desirable as chains when used as [[40d:restraint|restraint]]s for this purpose.  If you have adequate chains and cages (at least 1 cage, rope or chain for every 10 dwarves) the number will be blue, or red if you don't have enough. &lt;br /&gt;
&lt;br /&gt;
Along the left hand side is a list of known criminals. The right side lists all of the dwarf's crimes (including the victim of each crime), as well as any pending punishments (including the officer performing the punishment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ore&amp;diff=83055</id>
		<title>40d:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ore&amp;diff=83055"/>
		<updated>2010-04-04T21:35:21Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Fixed Stone menu red-link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Ores''' are a type of [[40d:stone|stone]] that can be used to create [[40d:bar|bar]]s of pure [[40d:metal|metal]]s and [[40d:alloy|alloy]]s at the [[40d:smelter|smelter]].  Many ores are quite valuable as mined, and a [[40d:mason|mason]] or [[40d:stone crafter|stone crafter]] can work them the same as any stone.  However, ores fall into the [[40d:economic stone|economic stone]] category, and so must be designated for non-restricted use in the [[40d:Status#Stone_Status_Screen|z-stone]] menu.  Others can be combined when initially smelted into alloys, while others must first be made into bars of pure metal and then ''those'' combined to create the desired alloy.&lt;br /&gt;
&lt;br /&gt;
All ores are [[40d:fire-safe|fire-safe]] material.  None are [[40d:magma-safe|magma-safe]], even if the metal they create would be.&lt;br /&gt;
&lt;br /&gt;
Note that in some cases ore [[40d:value#material value|value]] (given below) and [[40d:metal|metal]] value are not the same (Bismuth, Iron ores). Alloys, too, often have a higher value than the ores/metals they are made of. In most cases furniture made from the ore is as valuable as furniture made from a pure (non-alloy) metal, while requiring one-third the raw materials and significantly less processing.&lt;br /&gt;
&lt;br /&gt;
Metal ores with two possible metals listed below always create the first metal when [[40d:smelting|smelting]], but have a chance of creating the second metal as well. Different rules apply to creating alloys.&lt;br /&gt;
&lt;br /&gt;
Nearly all unmined ores are represented by the {{Raw Tile|£|#FFF|#000}} symbol.  Exceptions are native aluminum, bismuthinite, and magnetite (which appear as {{Raw Tile|^|#FFF|#000}}, {{Raw Tile|%|#FFF|#000}}, and {{Raw Tile|~|#FFF|#000}}, respectively), as well as cinnabar and cobaltite (which appear as {{Raw Tile|£|#FFF|#000}} but cannot be refined into mercury or cobalt as they would be in real life).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore&lt;br /&gt;
! Found in&lt;br /&gt;
! Found how&lt;br /&gt;
! Metal created&lt;br /&gt;
! Value&lt;br /&gt;
! Metal value&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Raw adamantine|Raw &amp;lt;br /&amp;gt;Adamantine]] *||The depths||Veins||[[40d:Adamantine|Adamantine]] *||250||300&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Native aluminum|Aluminum, native]]||All [[40d:Igneous extrusive layer|Igneous Extrusive]]||Small clusters||[[40d:Aluminum|Aluminum]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Bismuthinite|Bismuthinite]]||[[40d:Granite|Granite]]||Small clusters||[[40d:Bismuth|Bismuth]]||1||2&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Cassiterite|Cassiterite]]||All [[40d:soil|Alluvial]], [[40d:Granite|Granite]]||Veins||[[40d:Tin|Tin]]||2||2&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Copper nuggets|Copper nuggets]]||All [[40d:Igneous extrusive layer|Igneous Extrusive]], [[40d:Sandstone|Sandstone]]||Veins||[[40d:Copper|Copper]]||2||2&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Galena|Galena]]||All [[40d:Igneous extrusive layer|Igneous extrusive]], All [[40d:Metamorphic layer|Metamorphic]], [[40d:Granite|Granite]], [[40d:Limestone|Limestone]]||Veins||[[40d:Lead|Lead]], [[40d:Silver|Silver (50%)]]||5||2 (10)&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Garnierite|Garnierite]]||[[40d:Gabbro|Gabbro]]||Veins||[[40d:Nickel|Nickel]]||2||2&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Gold nuggets|Gold nuggets]]||All [[40d:stone|Igneous]] All [[40d:soil|Alluvial]]||Veins||[[40d:Gold|Gold]]||30||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Hematite]]||All [[Sedimentary layer|Sedimentary]], All [[:Igneous extrusive layer|Igneous extrusive]]||Veins||[[40d:Iron|Iron]]||8||10&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Horn silver|Horn silver]]||[[40d:Native silver|Native silver]]||Small clusters||[[40d:Silver|Silver]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Limonite|Limonite]]||All [[40d:Sedimentary layer|Sedimentary]]||Veins||[[40d:Iron|Iron]]||8||10&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Magnetite|Magnetite]]||All [[40d:Sedimentary layer|Sedimentary]]||Large clusters||[[40d:Iron|Iron]]||8||10&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Malachite|Malachite]]||[[40d:Limestone|Limestone]], [[40d:Marble|Marble]]||Veins||[[40d:Copper|Copper]]||2||2&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Platinum nuggets|Platinum nuggets]]||All [[40d:soil|Alluvial]], [[40d:Olivine|Olivine]], [[40d:Magnetite|Magnetite]], [[40d:Chromite|Chromite]]||Small clusters||[[40d:Platinum|Platinum]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Silver nuggets|Silver nuggets]]||[[40d:Granite|Granite]], [[40d:Gneiss|Gneiss]]||Veins||[[40d:Silver|Silver]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Sphalerite|Sphalerite]]||All [[40d:Metamorphic layer|Metamorphic]]||Veins||[[40d:Zinc|Zinc]]||2||2&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Tetrahedrite|Tetrahedrite]]||All [[40d:Stone|Stone]]||Veins||[[40d:Copper|Copper]], [[40d:Silver|Silver (20%)]]||3||2 (10)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* Note that [[40d:raw adamantine|raw adamantine]]/[[40d:adamantine|adamantine]] does not follow all the usual rules for an ore/metal in several respects - see article for full discussion.)''&lt;br /&gt;
&lt;br /&gt;
===See Also:===&lt;br /&gt;
&lt;br /&gt;
:* [[40d:Smelting|Smelting]]&lt;br /&gt;
:* [[40d:Metal|Metal]]s&lt;br /&gt;
:* [[40d:Vein|Clusters &amp;amp; Veins]]&lt;br /&gt;
:* [[40d:Exploratory mining|Exploratory mining]]&lt;br /&gt;
:* [[40d:The_Non-Dwarf's_Guide_to_Rock|Guide to rock]]&lt;br /&gt;
:* [[40d:stone|stone]]&lt;br /&gt;
:* [[40d:gem|gem]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Semi-molten_rock&amp;diff=77956</id>
		<title>v0.31:Semi-molten rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Semi-molten_rock&amp;diff=77956"/>
		<updated>2010-04-02T06:13:43Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Semi-Molten Rock is found at the bottommost edges of Great Magma Seas.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Semi-molten_rock&amp;diff=77955</id>
		<title>v0.31:Semi-molten rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Semi-molten_rock&amp;diff=77955"/>
		<updated>2010-04-02T06:13:06Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Needs work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Semi-Molten Rock is found at the bottom of Great Magma Seas.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xtank5&amp;diff=50003</id>
		<title>User:Xtank5</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xtank5&amp;diff=50003"/>
		<updated>2009-07-15T03:06:05Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: Created page with ''''DWARF FORTRESS!!'''    '''WOOT!!!11!!7''''&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DWARF FORTRESS!!'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''WOOT!!!11!!7'''&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7393</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7393"/>
		<updated>2009-07-15T02:59:04Z</updated>

		<summary type="html">&lt;p&gt;Xtank5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dwarf|symbol=☺|color={{COLOR:3:0:0}}|butcher=no|bones=6|chunks=6|meat=6|fat=3|skulls=1|skin=Yes|biome=Any}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|206px|thumb|An engraving of a dwarf. This one clearly is a newly arrived immigrant.]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are &amp;quot;intelligent&amp;quot; [[humanoid]] [[creatures]] that live in [[fortress]]es carved from [[mountain]]s. They are the featured [[civilization|race]] of [[Dwarf Fortress mode|Fortress Mode]] and are also one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependent and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarven [[children]] become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large [[human]] caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not receive an outpost liaison (could be a bug with the current version), but you will receive large quantities of dwarven made goods, including a few [[bars]] of random metal and several pieces of [[steel]] [[armor]] of random quality. &amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven fortresses do not have any [[shop]]s, but usually have a variety of fighters to recruit. You can receive quests from their monarch at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[steel]] or [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Dwarf Dwarf article] at Wikipedia.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
	[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[TRANCES]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[STOUT]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[DAMBLOCK:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CAVE_ADAPT]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
	[SPEECH:dwarf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[ALCOHOL_DEPENDENT]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Дворф]]&lt;/div&gt;</summary>
		<author><name>Xtank5</name></author>
	</entry>
</feed>