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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zippy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-13T07:01:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316066</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316066"/>
		<updated>2026-06-02T09:58:38Z</updated>

		<summary type="html">&lt;p&gt;Zippy: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| arrival= *Appointed by player.&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{menu icon|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{menu icon|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way. Messengers can also be used to declare war, make peace, seek alliances, make contact and improve trading. If one or more are sent out to do these tasks, an announcement will explain how it went once they return. If a settlement is deemed &amp;quot;too hostile&amp;quot; and already at war with your fortress, trading and diplomacy improvements cannot be made unless you manage to make peace with them. Settlements out of reach and deemed &amp;quot;inaccessible&amp;quot; cannot be interacted with, which is the case for settlements on land unconnected to the player's fortress.&lt;br /&gt;
&lt;br /&gt;
When appointing a messenger, citizens with high [[social skills]] are preferred, suggesting that the messenger might use these skills.&lt;br /&gt;
Also, ambusher and observer are listed in the appointment screen for Messengers. Ambusher is possibly used to move undetected to another site (to deliver a message), and observer is possibly used to detect traps and enemies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=316062</id>
		<title>Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=316062"/>
		<updated>2026-06-01T08:02:16Z</updated>

		<summary type="html">&lt;p&gt;Zippy: 53.13..?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Trade depot|key=T&lt;br /&gt;
|job= &lt;br /&gt;
* [[Broker]] noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Building material]]s (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
Depending on material:&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with [[caravan|merchants]].&lt;br /&gt;
}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''trade depot''' is a [[building]] that allows you to engage in [[trading]] with the [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any building material. Three materials must be used to build the trade depot, with the oldest* material chosen serving as the main material to determine color and &amp;quot;material&amp;quot; as labeled; the color is visible immediately upon confirming the construction order. &lt;br /&gt;
&lt;br /&gt;
(* i.e. the first material created or imported on your map, by chronological order.{{cite forum|134816/4867108}})&lt;br /&gt;
&lt;br /&gt;
There must be at least 10 spaces between the depot and the edge of the map. They can be built on top of [[construction|constructed]] floors and walls, allowing you to make a trade depot which is elevated above the surrounding land. Should they be deconstructed, the depot itself generates an implied walkable floor.&lt;br /&gt;
&lt;br /&gt;
The visiting merchant(s) always stands at the upper side of the center table of the depot, while the player's [[broker]] stands at the opposide lower side. Graphically, the left side of the depot will show the visitor merchants' trade goods, while the right side shows items the player is setting up to trade. If multiple merchants are at a single depot, the player will have the choice of who to trade with.&lt;br /&gt;
&lt;br /&gt;
== Depot accessibility ==&lt;br /&gt;
{{main|Wagon#Depot_Accessibility|l1=Depot Accessibility|Wagon#Movement|l2=Wagon Movement}}&lt;br /&gt;
There is no visual indicator of wagon accessibility. For a tile to be “Wagon accessible” it must be navigable between both the tile and the depot ''and'' the tile and the map edge. If you are trying to constrain wagons to a certain path, ''only'' the desired path should be accessible. ''Warning:'' If the map has an extremely large amount of [[tree]]s (Heavily Forested) there may not be any way for the caravan to get to your depot, unless you chop down a path for the wagons.&lt;br /&gt;
&lt;br /&gt;
Also note that [[trap]]s, [[boulder]]s (the natural kind), and [[minecart|track]]s, will block [[wagon]] access (although not merchants with pack animals), so you cannot easily use them to defend your depot.  (Boulders can be removed by [[engraving|smooth]]ing ({{menu icon|v}}-{{k|m}}) or constructing and removing a [[wall]], [[bridge]]s can serve as an alternative for tracks.)&lt;br /&gt;
&lt;br /&gt;
Wagons park next to the trade depot, and need a 'parking space' of 3×4 adjacent to the depot.&lt;br /&gt;
&lt;br /&gt;
Forbidding the trade depot (by forbidding any material used to construct it) will make it inaccessible to traders. If inaccessible during the arrival of the caravan, it will cause the wagons to bypass your location.&lt;br /&gt;
&lt;br /&gt;
== Depot building UI options ==&lt;br /&gt;
&lt;br /&gt;
Press {{Menu icon|b|T}} to build a depot, which occupies a 5x5 area. Click on the depot to gain access to the following options:&lt;br /&gt;
&lt;br /&gt;
=== Move goods to/from depot ===&lt;br /&gt;
This command becomes active when a caravan arrives on your map. This screen menu is similar to the [[stocks]] menu ({{k|k}} - Stocks). This is where you select what items you want to trade with the caravan: ticking an item will generate a task for your dwarves to pick it from whatever stockpile it is stored in and move it over to the Trade Depot, and once there it will be available for trading; unticking items will make them no longer available for trade, and generate a task for your dwarves to move them back to the proper stockpile. If you have particular items you want to sell to the caravan, you can search for them. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on mandate option. The move to depot screen will not show things that violate an export [[mandate]]. By pressing [[File:Interface trade mandates.png]], it will change to Ignoring mandates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&lt;br /&gt;
&lt;br /&gt;
Items stored in [[bin]]s, [[bag]]s or [[barrel]]s will be shown under the category of their respective containers, not under the category of the items themselves. For instance, if all of your [[gem]]s are stored in a wooden bin, no &amp;quot;gem&amp;quot; category will appear in the move goods menu; the gems will be found under &amp;quot;bins.&amp;quot; It is not possible to move these items individually. To bring them to the trading depot, you must select the entire container. &lt;br /&gt;
&lt;br /&gt;
Also for some stock categories, ie. seeds and &amp;quot;leaves and fruit&amp;quot;, there is no category in the interface to move these goods to the trade depot. Meaning the only way to bring such items to the depot is if they are within a container (ie. bag or barrel), allthough traders might bring these items without any containers (only non-tree seeds will be brought by traders within a bag).&lt;br /&gt;
&lt;br /&gt;
Items stored in bins can be traded individually once they have been brought to the trading depot. Items stored in bags/barrels can only be traded as a whole. This is also true of the merchant's wares.&lt;br /&gt;
&lt;br /&gt;
After selecting items and exiting the screen, [[job]]s will be queued to move the items to the depot. All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [[File:Icon pending to trade.png]], while those that have been brought to the depot and are ready for trade will be marked as [[File:Icon traded.png]].&lt;br /&gt;
&lt;br /&gt;
Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally forbid [[File:Button forbid.png]] them at the very bottom of the depot menu.&lt;br /&gt;
&lt;br /&gt;
''Note:'' The time it takes to open the move screen is directly correlated to the amount of items in different tiles (as for each such tile a path from the tile with the item to the trade depot is computed upon opening the screen). Meaning the duration until the screen opens can  be considerably speed-up by forbidding (via the stocks menu) the thousands upon thousands of loose boulders strewn about in the fortress prior to clicking the move goods to/from depot button (just don't accidently also forbid the building material of the trade depot).&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
This option becomes available once the caravan unloads their goods at the depot and your trader is at the depot; it begins [[trading]]. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.&lt;br /&gt;
&lt;br /&gt;
=== Requested trader ===&lt;br /&gt;
This setting determines who will perform the trade and requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot. Once requested, a job will be created for a dwarf to make their way to the depot and remain there until released with this setting, or the job is interrupted, such as by the dwarf deciding to drink, sleep, or eat. The Trade at Depot job has a fairly high priority, ie. a dwarf currently working in a workshop (without that workshop job having been set to the highest priority) will go to the trade depot at the next possible opportunity (allthough the dwarf will still finish the current sub-task of the workshop job before doing so) - still eating, drinking, sleeping and purple-colored worshipping take precedence over the trade at depot job. Also it might be a good idea to temporarily disable the animal hauling for the broker as a dwarf currently leading an animal will not abort that job to go to the depot.&lt;br /&gt;
&lt;br /&gt;
If '''Broker requested at depot''' is active, then only the broker [[noble]] will respond to the trader request. This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[appraisal]] skill will receive poorer deals when trading. If '''Anyone requested at depot''' is selected, and someone other than the broker becomes a better appraiser than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In [[adventure mode]], a trade depot can be found in the surface structure of procedurally generated [[fortress]]es. It is usually filled with trade goods and people like [[noble]]s, [[farmer]]s, [[Craftsdwarf|craftsdwarves]], and a [[broker]], though in ruined fortresses there might not be any people. The player can talk to the people in the depot and then select the &amp;quot;Trade and settle debt&amp;quot; option to trade with them. Usually [[food]], copper/iron [[armor]], cut [[gem]]s, and [[clothing]] can be [[Trade|purchased]] in large quantities in these trade depots.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Purchased items stay at the Trade Depot indefinitely after the merchants have left, unless a stockpile is present AT THE SAME LEVEL as the Trade Depot itself. The simplest and quickest way to force stuck items into stockpiles on other levels is by deconstructing the Trade Depot altogether and rebuilding it after all of those items have been hauled away.{{Bug|12920}}&lt;br /&gt;
* Setting a [[Activity zone#Meeting area|meeting area]] over a depot, then removing it, will cause dwarves to act as though it were still a meeting area. This is irreversible.&lt;br /&gt;
* Merchants in a trade depot who are accosted by hostile creatures may then refuse to trade. If any merchant is unable to make it to the depot, all the other merchants will similarly refuse to trade.&lt;br /&gt;
* Dumping items belonging to the merchants will result in the depot thinking the merchants are gone, when they are actually hanging around.&lt;br /&gt;
* [[Forbid]]ding a depot, or slating it for removal immediately after causing the caravan trader to be unwilling to do business with your dwarves (e.g. trading wood to the elves) will cause the caravan to leave all their items and embark on their journey, leaving you to claim the items for yourself. This is treated by the game as seizing the items and will incur diplomatic penalties on the player, unless done to a dwarven caravan (as you cannot have bad relations with your own civilization).&lt;br /&gt;
* The game behaves poorly when multiple trade depots are available. Merchants with wagons may path to one depot, while those with pack animals path to the other; then both groups will insist on waiting for the rest of their party to arrive. One of the wagons will scuttle upon arriving at a trade depot if there are multiple depots, causing the caravan to leave immediately. For this reason, it is recommended to build only one trade depot.&lt;br /&gt;
* If you slate a depot for removal while merchants are in the process of leaving, the wagons will never leave and eventually the animals and remaining traders will go mad.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Social_skill&amp;diff=316039</id>
		<title>Social skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Social_skill&amp;diff=316039"/>
		<updated>2026-05-26T01:31:34Z</updated>

		<summary type="html">&lt;p&gt;Zippy: 53.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:speech_preview.png|right]]'''Social skills''' are used mainly by the [[expedition leader]], [[mayor]] and [[broker]] in interactions between the [[dwarves]] and other tenants in your fortress, as well as when talking with [[liaison]]s, [[diplomat]]s and [[merchant]]s. In the case of [[messenger]]s, they require these skills to establish relations between your settlement and one the messenger is sent to. Social skills can be acquired at embark, while performing various administrative tasks, or while socializing in a [[tavern]]. The starting dwarf with the most [[social skill]]s will almost always become the [[expedition leader]], who will automatically become your first [[mayor]], so when giving social skills to your starting dwarves, don't give them to one whose [[preferences]] will lead to obnoxious [[mandate]]s upon becoming mayor.&lt;br /&gt;
&lt;br /&gt;
The following list is based on the skills listed in the nobles screen when replacing a [[noble]].&lt;br /&gt;
&lt;br /&gt;
==List of social skills==&lt;br /&gt;
=== Conversational skills ===&lt;br /&gt;
Social skills are trained at the tavern, during a conversation between two or more idle dwarves, and when [[trading]]. They are also listed as mayor skills.&lt;br /&gt;
{{Skill Box|Social|5:0|5:0|&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* Intimidator&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
* Negotiator&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* Pacifier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are 7 different types of conversations, each with their own skill sets. Creatures will use whichever skills are available to them (based on their [[personality facet]]s), and if ''no'' skills are available, they will use Negotiation regardless. Skills which are especially relevant will have their skill rolls multiplied (by the number of checkmarks shown), and ones which are less relevant (marked with &amp;quot;x&amp;quot;) will be cut in half.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Task !! Converse !! Comedy !! Flatter !! Judge&amp;lt;br&amp;gt;intent !! Lie !! Intimidate !! Persuade !! Negotiate !! Console !! Pacify&lt;br /&gt;
|-&lt;br /&gt;
| Calm Venter || √ || √ || √ || √ || √ || √ || √ || √ ||  || √√√&lt;br /&gt;
|-&lt;br /&gt;
| Vent ||  ||  ||  ||  ||  || √√ || √ || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Discuss Request ||  ||  || x || √√ || √ || x || √ || √√√ ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Haggle ||  || √ || √ || √√√ || √ || √ || √√√ || √√ ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Cover for Gaffe ||  || √√ || √ ||  || √ || √ || x ||  ||  || √√&lt;br /&gt;
|-&lt;br /&gt;
| Console || x || √ || x ||  || √ ||  || √ || √ || √√√ || &lt;br /&gt;
|-&lt;br /&gt;
| Chat || √ || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Broker skills===&lt;br /&gt;
The &amp;quot;haggle&amp;quot; skills listed above are used in (and trained by) trading, increasing the chances of a deal being successful. [[Judge of intent]] skill is particularly important as it allows a broker to see how a trader feels about a particular deal. Note that the [[Appraiser]] skill, which is not a social skill, is also very important during the trading process. The skill is required for the player to see the monetary value of sellable items, as well as how accurately their prices can be displayed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;cover for gaffe&amp;quot; skills come into play whenever you screw up and offer the Elves something wrong - the higher your broker's skill levels, the less angry the merchants will become (and the greater your chance to be able to continue trading during that season).&lt;br /&gt;
&lt;br /&gt;
===Diplomat skills===&lt;br /&gt;
The &amp;quot;discuss request&amp;quot; skills are useful when negotiating trade agreements, maximizing the profit you can make by selling the goods they want, and minimizing how much extra you have to pay for items you want from them. It also allows you to cut down more trees without getting the Elves angry.&lt;br /&gt;
&lt;br /&gt;
===Mayor skills===&lt;br /&gt;
While all the conversational skills are important for a mayoral dwarf seeking reelection by making friends, dwarves with the [[Consoler]] and [[Pacifier]] skills can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf).&lt;br /&gt;
&lt;br /&gt;
==Gaining social skills==&lt;br /&gt;
===[[Fortress mode|Fortress Mode]]===&lt;br /&gt;
Dwarves train their social skills when idling in meeting areas ''and'' they are standing near another dwarf. All allowed social skills train at the same rate (usually 1 exp. per social one-on-one interaction), except possibly Conversationalist for some dwarves. What social skills are allowed depends on both [[beliefs]] and [[facets]] of the particular dwarf. A typical dwarf meets all the non-override requirements except for low TRUTH, allowing all skills except Liar and Flatterer. Normally, all beliefs and all facets must meet the basic requirements. However, if any *single* facet meets the &amp;quot;override&amp;quot; requirement, all belief requirements are waived (but any other facet requirements remain). Note that beliefs range from -50 to +50, while facets range from 0 to 100. Also note that any syndrome effects temporarily modifying the personality facets (like alcohol influence in vanilla) are taken into account, whether a dwarf gains experience in a social skill or not (ie. a bashful dwarf does gain experience in conversationlist, while under the influence of alcohol).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill&lt;br /&gt;
! Belief&lt;br /&gt;
! Facet&lt;br /&gt;
! override&lt;br /&gt;
|-&lt;br /&gt;
|Persuader&lt;br /&gt;
|ELOQUENCE ≥ -25&lt;br /&gt;
|ASSERTIVENESS ≥ 25&lt;br /&gt;
|ASSERTIVENESS &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
|Negotiator&lt;br /&gt;
|(none)&lt;br /&gt;
|(none)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Judge of Intent&lt;br /&gt;
|(none)&lt;br /&gt;
|(none)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Liar&lt;br /&gt;
|TRUTH ≤ 10&lt;br /&gt;
|(none)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Intimidator&lt;br /&gt;
|POWER ≥ -25 &amp;lt;br&amp;gt; TRANQUILITY ≤ 25 &amp;lt;br&amp;gt; HARMONY ≤ 25&lt;br /&gt;
|DISCORD ≥ 25 &amp;lt;br&amp;gt; ASSERTIVENESS ≥ 25&lt;br /&gt;
|DISCORD &amp;gt; 75 &amp;lt;br&amp;gt; ASSERTIVENESS &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
|Conversationalist&lt;br /&gt;
|ELOQUENCE ≥ 25 &amp;lt;br&amp;gt; HARMONY ≥ 25 &amp;lt;br&amp;gt; LEISURE_TIME ≥ -25 &amp;lt;br&amp;gt; COOPERATION ≥ -25&lt;br /&gt;
|GREGARIOUSNESS ≥ 25 &amp;lt;br&amp;gt; BASHFUL ≤ 75&lt;br /&gt;
|GREGARIOUSNESS &amp;gt; 75 &amp;lt;br&amp;gt; BASHFUL &amp;lt; 25&lt;br /&gt;
|-&lt;br /&gt;
|Comedian&lt;br /&gt;
|MERRIMENT ≥ -25&lt;br /&gt;
|HUMOR ≥ 25&lt;br /&gt;
|HUMOR &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
|Flatterer&lt;br /&gt;
|TRUTH ≤ 25&lt;br /&gt;
|FRIENDLINESS ≥ 40&lt;br /&gt;
|FRIENDLINESS &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
|Consoler&lt;br /&gt;
|STOICISM ≤ 25&lt;br /&gt;
|DISCORD ≤ 75 &amp;lt;br&amp;gt; CRUELTY ≤ 75 &amp;lt;br&amp;gt; SWAYED_BY_EMOTIONS ≥ 25&lt;br /&gt;
|DISCORD &amp;lt; 25 &amp;lt;br&amp;gt; CRUELTY &amp;lt; 25 &amp;lt;br&amp;gt; SWAYED_BY_EMOTIONS &amp;gt; 75&lt;br /&gt;
|-&lt;br /&gt;
|Pacifier&lt;br /&gt;
|PEACE ≥ -25&lt;br /&gt;
|DISCORD ≤ 75&lt;br /&gt;
|DISCORD &amp;lt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves also train some social skills, at a much faster rate, when attending or conducting meetings, allthough only some social skills of the attending and the conducting dwarf are trained and used, ie. in case of complaining some of the trained skills are the intimidator and persuader skill (of the dwarves attending and conducting the meeting) and the consoler/pacifier skill of the dwarf conducting the meeting and the conversationalist, negotiator, judge of intend, comedian, pacifier and consoler skill of the complaining dwarf are not trained. Here the trained social skills are not raised at the same rate (ie. the intimidator skill of the complainer seems to be increased about two times as fast as the persuader skill). &lt;br /&gt;
&lt;br /&gt;
Furthermore some social skills (the ones used by the broker, except conversationalist) can be trained by letting a dwarf trade at the trade depot (see [[broker]]).&lt;br /&gt;
&lt;br /&gt;
===[[Adventure mode|Adventure Mode]]===&lt;br /&gt;
Adventure mode characters can train some social skills by having conversations. (Oddly, Conversationalist is not one of them. {{bug|10874}}) It is unknown if [[personality facet]]s have any effect.&lt;br /&gt;
&lt;br /&gt;
Judge of Intent and Persuader are trained whenever you argue a value (even if it is not your value) or press the argument. Responding with flattery trains Flatterer. Responding with dismissal trains Intimidator. Responding passively trains Pacifier.&lt;br /&gt;
&lt;br /&gt;
The flatter, calm, and joke options train Flatterer, Pacifier, and Comedian, respectively. The interrogation menu options can train Persuader or Intimidator.&lt;br /&gt;
&lt;br /&gt;
Social skills are important in Adventure mode, as they can let you persuade pretty much anyone into doing anything you want. This includes changing NPCs' values, persuading position holders to give up their title, enlisting you into the army, and so on.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
[[ru:Social skill]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=316031</id>
		<title>Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=316031"/>
		<updated>2026-05-25T00:01:18Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| stands=5&lt;br /&gt;
| mandates=5&lt;br /&gt;
| demands=10&lt;br /&gt;
| arrival=&lt;br /&gt;
* Fortress is a duchy capital and the [[duke|duke/duchess]] is alive&lt;br /&gt;
* Sufficient happiness&lt;br /&gt;
* [[Fortress|Metropolis]] rank&lt;br /&gt;
}}&lt;br /&gt;
{{distinguish|Monarch butterfly}}&lt;br /&gt;
The '''monarch''' is the highest level [[noble]], and also the noble of the highest precedence.  Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the existing monarch arrives as an immigrant from the previous capital. However, one of your fortress residents may become monarch if the position is vacant, either by inheriting the title or after conducting &amp;quot;polite discussions with local rivals&amp;quot;. A male monarch is known as a &amp;quot;king&amp;quot; and a female as a &amp;quot;queen&amp;quot;. Either may arrive with a [[consort]], as well as an entourage that can include the [[outpost liaison]], [[general]], elite military dwarves, and ordinary workers. Alliances can be sought with other settlements if a monarch is in your fortress.&lt;br /&gt;
&lt;br /&gt;
To attract the existing monarch the fortress must be [[Fortress#Nomenclature|City]] rank, promoted to a duchy with the [[duke|duke/duchess]] still alive, and reach a certain threshold of overall happiness. These requirements notably do not apply when one of your fortress residents is elevated to monarch.&lt;br /&gt;
&lt;br /&gt;
With the presence of the monarch, a fortress becomes the capital of its [[civilization]]. As a result, it can no longer receive visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as offerings.&lt;br /&gt;
&lt;br /&gt;
The monarch arrives at the same time as an [[immigration]] wave, but has an entirely separate entourage that can spawn from a different part of the map.  The monarch's entourage includes a &amp;quot;royal guard&amp;quot; consisting of dwarves with Legendary +5 skill in a random weapon (but no skill in Fighter), Accomplished skill in Dodger, Shield User, and Armor User, and the &amp;quot;doesn't really care about anything anymore&amp;quot; trait. The monarch will arrive even if you have exceeded your [[Immigration|population cap]]s, though the entourage may be limited by the caps.&lt;br /&gt;
&lt;br /&gt;
It may be that your monarch is an ancient [[vampire]] with thousands of kills to their name before arriving at your fortress. Some monarchs have been known to drop dead (''of regicide, perhaps'') as soon as they enter the map, especially in older worlds. Monarchs may also be of a different race, such as [[Main:Cacame Awemedinade|an elven king]].&lt;br /&gt;
&lt;br /&gt;
Random dwarves in [[dwarf fortress mode]] can become monarchs, if the current monarch dies, or if the position was vacant (common in dying civilizations). If the position no longer exists (i.e. the civilization is truly [[extinct]]) then no monarch will be appointed until the civilization is &amp;quot;resurrected&amp;quot; (by retiring a fortress, for example).&lt;br /&gt;
&lt;br /&gt;
An adventurer can become a monarch; if they succeed in [[talking|persuading]] the current one to [[Combat#Wounds|yield]], the monarch may then offer their position to the adventurer. (Whether they yield or offer may depend on their relative [[personalities]] and [[social skill]]s.{{verify}})&lt;br /&gt;
&lt;br /&gt;
== Becoming a Mountainhome ==&lt;br /&gt;
{{Template:Minorspoiler}}&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|By royal decree, avoiding the hidden fun stuff is no longer possible.]]&lt;br /&gt;
&lt;br /&gt;
Once the monarch arrives and all room requirements are met, the player will be prompted to find &amp;quot;seven symbols not of this world&amp;quot; as well as to construct a &amp;quot;true throne&amp;quot;. These symbols and the materials needed to build the &amp;quot;true throne&amp;quot; can be found inside an [[unusual volcanic wall]] (see for more details). Upon completion of this quest, you will be elevated from the Capital to the Mountainhome of your civilization, and it will be well-earned: this quest is fraught with danger that can end the entire fortress outright. The monarch's entourage of elite soldiers will make the challenges far more doable, but brute force can only take you so far. You'll have to [[exploit|think like a dwarf]] to stand a chance at seeing this to completion.&lt;br /&gt;
&lt;br /&gt;
== In other civilizations ==&lt;br /&gt;
&lt;br /&gt;
Elves also have a monarch position of sorts, but in terms of function and importance they're royalty in name only. The actual position at the top is the [[druid]], capable of appointing the monarch position. Elves are notable only in that they have a defined princess (both their monarchs and the position under them are always female) position that can succeed a queen. However this doesn't actually replicate a hereditary monarchy, as princesses have to be replaced by the druid appointing a new one. Both serve various noble functions, with princesses having many of the same responsibilities as the dwarven [[general]].&lt;br /&gt;
&lt;br /&gt;
Humans and goblins, meanwhile, generate equivalent positions during worldgen. These tend to have names like &amp;quot;law-giver&amp;quot; or &amp;quot;master&amp;quot;, and presumably have most of the functions and behavior dwarven monarchs do – without extracting the information from the world data, however, it can be difficult to tell. In the case of goblins, the position of master often starts off taken by [[demon|something else entirely.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ezum-sarasti.jpg|thumb|center|300px|Artist rendering of a dwarf king by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
The arrival of the Monarch is not necessarily an advantage for a fortress, as it comes with a significant risk of an accidental [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes berserk, or, during a tantrum, attacks a member of the Monarch's entourage, a loyalty cascade can be triggered. This can be particularly [[fun]] as the entourage can include several dwarves with high proficiency in military skills.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[SPECIAL_BURIAL]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316022</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316022"/>
		<updated>2026-05-24T05:08:31Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| arrival= *Appointed by player.&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{menu icon|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{menu icon|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way. Messengers can also be used to declare war, make peace, seek alliances, make contact and improve trading. If one or more are sent out to do these tasks, an announcement will explain how it went once they return. If a settlement is deemed &amp;quot;too hostile&amp;quot; and already at war with your fortress, trading and diplomacy improvements cannot be made unless you manage to make peace with them. Settlements out of reach and deemed &amp;quot;inaccessible&amp;quot; cannot be interacted with, which is the case for settlements on land unconnected to the player's fortress.&lt;br /&gt;
&lt;br /&gt;
When appointing a messenger, citizens with high [[social skills]] are preferred, suggesting that the messenger might use these skills.&lt;br /&gt;
Also ambusher and observer are listed in the appointment screen for Messengers. Ambusher is possible used to move undetected to another site (to deliver a message) and observer is possible used to detect traps and enemies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316021</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316021"/>
		<updated>2026-05-24T05:01:54Z</updated>

		<summary type="html">&lt;p&gt;Zippy: 53.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| arrival= *Appointed by player.&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{menu icon|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{menu icon|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way. Messengers can also be used to declare war, make peace, seek alliances, make contact and improve trading. If one or more are sent out to do these tasks, an announcement will explain how it went once they return. If a settlement is deemed &amp;quot;too hostile&amp;quot; and already at war with your fortress, trading and diplomacy improvements cannot be made unless you manage to make peace with them.&lt;br /&gt;
&lt;br /&gt;
When appointing a messenger, citizens with high [[social skills]] are preferred, suggesting that the messenger might use these skills.&lt;br /&gt;
Also ambusher and observer are listed in the appointment screen for Messengers. Ambusher is possible used to move undetected to another site (to deliver a message) and observer is possible used to detect traps and enemies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316020</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316020"/>
		<updated>2026-05-24T04:36:27Z</updated>

		<summary type="html">&lt;p&gt;Zippy: 53.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| arrival= *Appointed by player.&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{menu icon|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{menu icon|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way. Messengers can also be used to initiate early and/or improved trading on the world screen, assuming that settlement is on positive terms with the player's fortress, and is able to trade soon. Once the assigned messengers return, an [[announcement]] tells the player how the meeting went, and how successful it was.&lt;br /&gt;
&lt;br /&gt;
When appointing a messenger, citizens with high [[social skills]] are preferred, suggesting that the messenger might use these skills.&lt;br /&gt;
Also ambusher and observer are listed in the appointment screen for Messengers. Ambusher is possible used to move undetected to another site (to deliver a message) and observer is possible used to detect traps and enemies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=316019</id>
		<title>Announcement</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=316019"/>
		<updated>2026-05-24T04:21:45Z</updated>

		<summary type="html">&lt;p&gt;Zippy: 53.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:v50_announcements_preview.png|thumb|250px|right|List of announcements.]]An '''announcement''' is a message displayed at the top left of the game screen used to indicate something important. Major announcements will pause gameplay and center the camera on the event in question, and game-changing ones will both do that and provide a framed message box presenting the event in question. The announcements list ({{Menu icon|N}}) lists all game announcements in dated order; some (but not all) can be zoomed to. (&amp;lt;!-- may be more confusing than helpful for v50 but leaving it for now --&amp;gt;Announcements are not to be confused with [[reports]], which detail combat results.)&lt;br /&gt;
&lt;br /&gt;
When some major or important game-changing announcements occur, the following icon will appear, accompanied with a wooden ticking-like sound effect:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:alert_icon_anim.gif]]&lt;br /&gt;
== Controlling which announcements pause and recenter ==&lt;br /&gt;
{{main|announcements.txt}}&lt;br /&gt;
&lt;br /&gt;
You can control which types of announcements do and don't pause and/or recenter the game in the [[Settings#Announcements|Announcements tab of Settings]] or by editing the &amp;lt;code&amp;gt;announcements.txt&amp;lt;/code&amp;gt; file.  &lt;br /&gt;
==== Announcement Settings ====&lt;br /&gt;
To change the behavior of announcements via the in game Settings, open [[Settings]], select the [[Settings#Announcements|Announcements]] tab. Then you'll need to find the setting of interest ([[announcements.txt#List_of_announcements|announcements.txt wiki page]] may be able to help). You'll see the available options for each event includes, &amp;lt;code&amp;gt;Popup&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pause&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Recenter&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Alert&amp;lt;/code&amp;gt;. That's the functionality you're most likely to want to adjust. For example, if you want an Alert on the left side of the screen for combat strikes and wounds you would scroll down to 'Strike' and 'Wounds' and change the Alert column to 'Yes' - but don't get ambitious and change all the combat events to Alert, you'll regret it! (one at a time is recommended). More information on what each of these options do, including &amp;lt;code&amp;gt;Adv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Fort&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Report&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Report (Active)&amp;lt;/code&amp;gt; is available on the [[announcements.txt]] wiki page (and probably needs to become shared content between these two pages).&lt;br /&gt;
&lt;br /&gt;
==== announcements.txt ====&lt;br /&gt;
To change the behavior of announcements via the &amp;lt;code&amp;gt;announcements.txt&amp;lt;/code&amp;gt; file you'll need to adjust the &amp;lt;code&amp;gt;:options&amp;lt;/code&amp;gt; for the particular event of interest. An announcement type containing ''''':P''''' will pause when that announcement type is made, and one containing ''''':R''''' will re-center when that announcement type is made.  For example,&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:P:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
means that the game will pause and recenter upon the announcement of migrants arriving.  You could change it to&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to cause the game to recenter on the arriving migrants, but to not pause the game.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''&lt;br /&gt;
* &amp;lt;code&amp;gt;/init/announcements.txt&amp;lt;/code&amp;gt; is for the '''Default''' settings&lt;br /&gt;
* &amp;lt;code&amp;gt;/prefs/announcements.txt&amp;lt;/code&amp;gt; is for the '''Current''' settings&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
'''''Note:''' Some of the icons may be incorrect. A question mark placeholder icon is in place of unknown icons. Please update them with the correct ones as soon as possible.''&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon !! Importance !! Description&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | ''Minor'' announcements are the simplest and most common announcements, and will flicker through the announcements window very quickly. This is typically used for things that happen a lot in a well-developed fortress.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_cancel_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Job cancellation with a stated reason (building site submerged, item blocking site, dangerous terrain, needs rough picture jaspers, etc.), followed by a [[suspend|suspension]] notice if the job is [[furniture]] placement or building a [[construction]].  The [[standing orders]] menu (tab in {{menu icon|y}}) allows you to filter job cancellation spam, between none, some, most, and all (default is some).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_weather_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Standard changes in [[weather]]: &amp;quot;It has started raining,&amp;quot; &amp;quot;The weather has cleared,&amp;quot; or &amp;quot;A snow storm has arrived.&amp;quot; Changes in the season.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_birth_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || [[Creatures]] and [[dwarves]] (and apparently [[ghost]]s as well) [[age|growing up]] and progressing from baby to child to adult. Animals jump straight from babies to adults. A dwarf cancelling a job with the reason of &amp;quot;Seeking infant.&amp;quot; may also occur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_masterpiece_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || The creation of [[quality|masterpieces]]. Can get quite annoying in mature fortresses, when the announcements will stack up the products of legendary dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A location and the surrounding areas have been made a county.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An artifact is not where it was last seen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Something was stolen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Something has escaped a cage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A diplomat could not complete a meeting and left unhappy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_artdeface_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A masterpiece quality item has been lost or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A new type of stone or ore has been found while digging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Individuals are changing their status because they're in a squad.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_labor_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Changes in [[profession]], for both civilian and [[military]] dwarves. The start of every month is usually marked by rotations within your militia and thus a bevy of messages of this type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_hunting_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A dwarf has begun [[Ambusher|hunting]] for animals.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || When an animal is [[butcher's shop|slaughtered]], or a tame animal or dwarf is struck down within view of other dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_guzzler_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || When a creature is guzzling a fortress' alcohol.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_research_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A scholar has discovered discourse on the nature of events.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_loseemotion_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An individual has lost their emotions.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_birth_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Animals giving birth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_guest_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[guest]] is visiting your fortress.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_guest_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[messenger]] has returned with either success or failure with making contract with another settlement.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_marriage_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Two dwarves have gotten [[marriage|married]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_cancel_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves getting spooked by other creatures, and cancelling their jobs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_combat_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Combat is taking place, or someone has died in combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_sparring_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Sparring is taking place.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_artdeface_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A workshop has been vandalized.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An agreement or [[mandate]] is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has been caught in a [[Animal_trap|trap]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has broken free of an animal trap. &amp;lt;!-- Is this the correct icon? --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[animal training|trained]] creature going semi-wild (feral), the last stage before becoming wild again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has been [[Pet|adopted]], or a cat has adopted a citizen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_martial_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A dwarf is in a [[martial trance]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves getting promoted and/or elected to a noble status. Such as [[baron]], [[count]] or [[duke|duke/duchess]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ghost_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || The raising of a [[ghost]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_stress_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A citizen is undergoing a stressful breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Putting a citizen (and their associated ghost) to rest with a memorial [[slab]] or a [[coffin]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || After one week, a dwarf or tame creature has been missing, or if a dwarf comes across a corpse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[Work orders|work order]] has been completed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves growing [[Attachment|attached]] to their weapons or armor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_rumor_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[rumor]] has been passed on to your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_vermin_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A creature is stung by a [[bee]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A citizen has become someone's student.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | ''Major'' announcements are more important than minor announcements, and in addition to playing their message, the game may be paused and zoom to the location of the event. This is used for things that rarely happen, but aren't the ''most'' important. A wooden &amp;quot;ticking&amp;quot; sound effect is played for these announcement types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_trade_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of a [[caravan]]. Best to get ready for [[thief|thieves]] and [[ambush]]es as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_trade_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of the [[outpost liaison]], although this always happens at the same time as the arrival of the dwarven caravan.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_migrant_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of [[migrants]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_era_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A new [[Calendar|era]] has begun.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Uncovering of a [[thief]]. End them quickly!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ambush_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Uncovering an [[ambush]] - ''very'' nasty if the dwarf in question is, for instance, just a poor old [[wood cutter]] out doing their job.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ambush_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Discovering a [[gremlin]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Someone is caught sneaking around.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A section of a cavern has collapsed. This is usually caused by improper digging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_mood_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A dwarf entering a [[strange mood]], claiming a workshop, setting to work, and either completing a [[legendary artifact]] or going [[insanity|insane]] in the attempt. (Each step gets its own announcement.)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || &amp;quot;We checked that stone for heat! What devilry is this?!&amp;quot; A single stream of flame will burst out in a random direction, setting someone on fire if it hits them. Only encountered in the deeper layers of the world.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_berserk_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A dwarf has gone berserk. This can happen if the dwarf is undergoing a strange mood, and does not have the required materials to construct an artifact.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A [[bogeyman]] transforms. Can be seen in the [[object testing arena]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Someone has inherited a position.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of the [[king]] or queen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A citizen in the military bestowed a name onto a shield or weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || You have discovered an unusual volcanic wall studded with gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of a [[semi-megabeast]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_weather_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The appearance of a [[Weather#Evil weather|creeping cloud]] in [[Surroundings|evil biomes]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Announce death icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || No available food is present. The ability to resolve this can depend on the surroundings around your fortress and what you already have.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_deitycurse_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A deity is disturbed, and/or lays a curse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A monarch is satisfied with their position, but feels that there should be more development. We must dig deeper.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | {{colortext|#900|'''''Warning:''' Minor spoilers ahead''}}&amp;lt;br&amp;gt;&lt;br /&gt;
''Game-changing'' announcements are among the most important in the game. When these announcements occur, they pause the game, zoom to the location, ''and'' present a message box detailing the occurrence, in addition to repeating the message contained therein in the main feed after you close the box, for good measure. These are also reserved for incredibly rare, and potentially once-in-a-playthrough events.{{spoil small|[[File:Eerie cavern.png|center|500px]]|An example of a game-changing announcement, in ASCII mode.}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_masterpiece_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The creation of an [[artifact]], whether from a [[strange mood]] or from a [[soldier]] bestowing a name upon his/her equipment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering a [[cavern]] layer or the [[magma sea]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_attack_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The arrival of a siege.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Your fortress becomes the capital.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The arrival of a [[megabeast]], [[titan]], [[forgotten beast]], transformed [[werebeast]], or an [[undead]] siege.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The reveal of a [[demon]], [[angel]], artifacts, or fire in an [[Unusual volcanic wall]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering a [[deep pit]], [[magma pool]], or downward passage in a cavern.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering [[adamantine]] - Praise the miners!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering the [[Underworld]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_holdings_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || An area has been founded, and is incorporated into your fortress' holdings.&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Announcement]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=316018</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=316018"/>
		<updated>2026-05-24T03:10:20Z</updated>

		<summary type="html">&lt;p&gt;Zippy: 53.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:trading_icon_preview.png|right]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with other friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves. Trading can occur earlier than normal if the player sends a messenger to a settlement that is on peaceful terms with the player's fortress, and if that settlement is able to trade overall.&lt;br /&gt;
&lt;br /&gt;
Graphically, merchants will always appear in white clothing.&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[File:merchant_v50_preview.png|right]]&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=300px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. If you are unsure about which goods are in which containers, clicking the bin or barrel within the menu will show every item that is stored inside, along with its perceived value (using your broker's [[Appraisal]] skill). However, individual items cannot be marked if they are in a container. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu, select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded (during trading, but it is possible to have a caravan exceed the weight limit after trading, ie. due to sold animal children growing up shortly afterwards), and the allowed additional weight is displayed in the lower left corner. If your trader has sufficient [[Appraisal]] skill, the value of all items will be displayed with reasonable accuracy. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. Items from outside the embark area cannot be offered as gifts. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. A Trader Profit listed in red will always be rejected. If on the other hand the Trader Profit is listed in green rather than yellow or red the trade will always be accepted (unless unacceptable goods are offered in the trade). Take note that this is also true, if the goods traded are not properly appraised (ie. for some goods only an estimated value is given, expressed a tilde before the value), the Trader Profit color will always give an accurate account.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}} If a high-ranking and respected leader is at your fortress, merchants arriving to trade will bring better goods.&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an [[Artifact|artifact]], you will receive a special notification:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
Note: If at the time of departure the caravan somehow ended up with a weight exceeding its capacity (ie. due to young animals being traded and some of them gaining weight before departure of the caravan), the caravan will still load everything belonging to them (and will leave nothing behind).&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created or modified (e.g. [[Decoration|decorated]]) by your fortress. They can be traded away or offered as a &amp;quot;[[Trading#Offering_items|gift]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Light gray|7:0}}&lt;br /&gt;
| Items were created by another source ''(e.g. items previously acquired from a previous trade, or enemy armor/weapons recovered after a siege)''. They can be traded, but ''not'' offered as a gift.  If a group of items includes any such item, the entire selection cannot be gifted.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export [[mandate]].  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been [[Trading#Offering_items|gifted]] to the caravan (and caravans will never trade such items back).&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been [[Trading#Seizing_items|seized]] from another caravan and cannot be traded as is; you will need to [[Decoration|decorate]] them or turn them into other items ''(e.g. a log into a bed, or a barrel of meat into a meal, etc.)'' for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign-sourced barrel holding locally-produced beer will display as foreign (light gray). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown) - but it's awkward (read &amp;quot;impossible&amp;quot;) to trade such contents without the container.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchants.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.  Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
=== Trading with elves ===&lt;br /&gt;
Unless you are looking for extra [[fun]], '''''under no circumstances''''' should you offer or attempt to trade [[elves]] any items which involve [[wood]], dead [[animal]]s, or wood or animal products, or which used wood or animal parts at any step in their creation*, including [[decoration]]s. If you do not respect this cultural prohibition, the elves will immediately take offense, refuse that trade, end the entire trading session, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. &lt;br /&gt;
&lt;br /&gt;
:  (* e.g. This includes [[clear glass]] and [[crystal glass]] items, which require [[pearlash]] to produce, which in turn comes from [[potash]], which itself is produced by burning a log. Similarly, yarn and wool are unwelcome. Yes, they are ''that'' picky about it.)&lt;br /&gt;
&lt;br /&gt;
However, they will accept live, caged animals, and their own &amp;quot;grown wood&amp;quot; items, products associated with milk, cheese and [[bees]], and some other exceptions without taking insult. [[Trading#Unacceptable items|See below]] and the [[elves]] article for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path—which must be free of obstructions such as stairways, traps, minecart tracks and boulders (not stones)—to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] bar (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of ''[[wear|undamaged]]'' cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Caravans will only ever bring wooden logs, if either requested per trade agreement or the supplies of your fortress is low enough. Otherwise a caravan will never bring wooden logs.&lt;br /&gt;
* The very first caravan of every non-elven civilization will bring some cloth/leather. The following caravans of a civilization will only ever bring cloth/leather, if either requested by a trade agreement (with that civilization) or the supplies of cloth and leather (and finished untouched clothing) is low enough. Silk/Cloth threads are not covered by this, eg. caravans can bring threads even if they will not bring cloth/leather (as part of emergency supplies).&lt;br /&gt;
* Caravans will bring some food even if the fortress supplies for food is high enough. Having high food supplies only reduces the amount of food brought (not whether food is brought at all).&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by (about) 50, distributed among the subset of skills composed of Comedian, Judge of Intent, Negotiator, Persuader, Liar, Flatterer, and Intimdator, which can be learned by that dwarf (and depends on their personality values and personality facets). The skills Judge of Intent and Persuader (if learnable) will increase by the highest amount. The skill Negotiator will get 2/3 of the increase to Judge of Intent. And the other skills (Comedian, Flatterer, Intimidator and Liar) will get 1/3 of the amount given to the Judge of Intent skill. The sum will be at most 50, but might be slightly lower. This means a trader, who can learn Comedian and Intimidator, but cannot learn Liar, Flatterer or Persuader, will get 21 skill points in Judge of Intent, 14 skill points in Negotiator and 7 points (each) in Comedian and Intimidator, for a total of 49 skill points. A trader, who can learn Comedian, Intimdator and Persuader, but cannot learn the others, will get 15 points in Judge of Intent and Persuador, 10 points in Negotiator and 5 points in Comedian and Intimidator, for a total of 50 skill points. The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but it may require a significant delay if your broker is far away (or is busy with other tasks). Selecting &amp;quot;anyone can trade&amp;quot; will ensure that you get the trading done quickly, but at the cost of all item trade values being extremely inaccurate. Once your fortress can produce enough goods to reliably buy out the whole caravan, waiting for your broker is less important; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* *Any* civilization that's at peace with you and capable of trade will send caravans. Initially and by default it's one per race (three annually, including your own civilization) but you can increase that number by making peaceful contact with other civilizations in the world. Currently and strangely, the most surefire way is to send squads to human, elf and dwarven sites from civilizations with 'no contact' and make [[tribute]] demands. While arrogant this does not trigger an outright war even if it fails, and the site's parent civilization, simply by being aware of your existence, will automatically send caravans every year onwards. There is no apparent limit beyond the actual number of contactable friendly civilizations in the world so you can make your fort a very crowded trading hub indeed.&lt;br /&gt;
* Caravans can increase their weight limits (in the following years), due to high exports (high caravan profits do not seem to be necessary) and/or gifts to that civilizations. Even if your fortress is not yet a barony and without the caravan needing to add additional pack animals (specifics are yet unclear and randomness is also involved).{{verify}} But caravans (without wagons) might only do so, if the (loaded) cargo exceeds the minimum weight limit given by the type of pack animals used. The default weight limit (of a pack animal) is the trade capacity of the animal (+50). Note that currently (in vanilla) only One-Humped and Two-Humped Camels (both 3000), Mules, Horses and Muskoxs (all 2000), Water Buffalos, Reindeers, Yaks, Llamas, Donkeys and Tapirs (all 1500) have a trade capacity defined in the raws, meaning that ie. Elephants (and Unicorns) have an &amp;quot;awesome&amp;quot; trade capacity of 1000 (so that about three elephants are needed to carry the same as one camel). Also all giant variants have the same trade capacity as their non-giant brethren.&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
&lt;br /&gt;
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is usually the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[Storage|container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
Note: If you accidently did offer an unacceptable item as a trade, even if the elven trader does not outright refuse any further trades (and the offer only reduces the merchant's mood), one effect is, that the time the caravan would stay gets shortened, ie. you might get an announcement shortly after leaving the trade interface (and after unpausing the game), that the caravan will be leaving soon.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], [[lye]], and tallow [[soap]]. Note the exceptions for plant-based soap and ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elven [[historical figure]]s hypocritically wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarves can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. Elves have never heard of [[shearing]], so it doesn't matter how well you treat your [[sheep]]; they still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
A distinct retort awaits dwarves who are so tactless as to offer goods made from both wood '''and''' animal products at the same time (such as tallow soap, or an item decorated with both wood and bone):&lt;br /&gt;
{{quote|You truly despise life, don't you?  I am beside myself with grief.  Perhaps we will show you how they suffered.}}&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Feather Tree Egg Yolk&amp;quot; that the elves litter your trade depot with, can be traded back to them. Useful free trade items if you're looking to level another broker.&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Block]]s made of any material, including wood or clear/crystal glass (due to the same bug as above).&lt;br /&gt;
* Bars of [[coke]] are acceptable, though it's unclear why you would ever want to trade them away.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], and [[paper]]. [[Papyrus]] sheets seem to be a notable exception.&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and are made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]]. (Usually your first caravan opportunity.)&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a chief treasurer to negotiate import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, which will raise the visiting trader's mood.{{verify}} This can only be done once each year.&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons - that, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
{{Verify|Are we sure that this section is correct?}}&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood, but with a legendary broker (legendary judge of intent, negotiator etc.) a merchant might be content with just getting a profit of 1 per trade regardless of trade value (and accept the trade outright, with only a low chance to give a counter-offer instead and never declining the trade outright).&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|3:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|1:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|4:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|5:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin they might demand in case of a counter offer (and also increase the chance that a trade is accepted, without a counteroffer, that is, if the merchant profit is at least 1). Caravans/merchants will always accept trades, where the profit is at least 50% (but then the appraisal skill of the broker needs to be high enough to get the exact value of the goods) and in that case the line with &amp;quot;Trader Profit:&amp;quot; is displayed in green. The mood of a merchant might get lowered, if they reject a trade or if they give a counter-offer. If you repeatedly offer less than what they expect, that will &amp;quot;lower&amp;quot; their mood (but outright accepted trades, without counteroffer, will never reduce the mood). If, on the other hand, you meet or exceed their expectation (by outright accepting the trade), that will, over several trades, improve their mood (even if the profit margin is really low, as it is in fact possible for brokers with legendary skill level, in the relveant skills, to raise the mood to ecstatic, while offering only a symbolic profit of one dwarfbuck per trade). If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed merchants are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend merchants with unsuccessful deals.&lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods at least 1.5 times the value you ask for (e.g. offer 30☼ for 20☼ of his stuff), so that the profit (trade difference) is shown in green. This will likely make the merchant ecstatic about trading with you (with enough trades performed). When the merchant is ecstatic, perform the next trades more aggressivelty and lower the profit margin, so that the trade profit is shown in yellow. With the merchant in such a good mood, they are more likely to counteroffer than reject a trade outright (and it might also not lower the mood). If you don't like the counter-offer, try to split the difference, or just back out of the trade and start again. Of course this only applyies for the normal broker, legendary brokers will instead just offer a mere pittance as a profit from the start and start by trading the cheapest items in the merchants inventory (typically food items) and then (maybe) trade all the rest (in one lump), after the merchant is excstatic, and then maybe offer some gifts afterwards.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the depot will cause merchants to leave your fortress and abandon any goods in the Depot, though any animals they had caged will still belong to the merchants and only become Friendly (i.e. you won't actually own them). However, the merchant visit will be reported in history as having experienced &amp;quot;irregularities with their goods&amp;quot;, harming trade relations exactly the same as if you had Seized them directly (though without the items themselves being marked as Stolen).&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
== World level trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316017</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=316017"/>
		<updated>2026-05-24T03:08:18Z</updated>

		<summary type="html">&lt;p&gt;Zippy: 53.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| arrival= *Appointed by player.&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{menu icon|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{menu icon|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way. Messengers can also be used to initiate early trading on the world screen, assuming that settlement is on positive terms with the player's fortress, and is able to trade soon.&lt;br /&gt;
&lt;br /&gt;
When appointing a messenger, citizens with high [[social skills]] are preferred, suggesting that the messenger might use these skills.&lt;br /&gt;
Also ambusher and observer are listed in the appointment screen for Messengers. Ambusher is possible used to move undetected to another site (to deliver a message) and observer is possible used to detect traps and enemies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_desert_tortoise&amp;diff=315986</id>
		<title>Giant desert tortoise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_desert_tortoise&amp;diff=315986"/>
		<updated>2026-05-19T21:44:24Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_desert_tortoise_sprite.png&lt;br /&gt;
|portrait=desert_tortoise_portrait_anim.gif&lt;br /&gt;
|shell=1&lt;br /&gt;
|bone=19&lt;br /&gt;
|meat=15&lt;br /&gt;
|scale=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|fat=13&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant desert tortoises''' are enlarged [[Creature|cousins]] of the common [[desert tortoise]], found in [[savage]] [[desert]] [[biome]]s. They are far larger than a [[dwarf]], about as heavy as a [[tiger]], but rarely pose any threat to a fortress; like normal tortoises, they are benign and will flee from attackers. They are one of the few sources of [[shell]]s in deserts, and the only one when there's no [[water]] available.&lt;br /&gt;
&lt;br /&gt;
Giant desert tortoises can be captured in [[cage]] [[trap]]s and trained into pets, possessing the standard value of giant creatures. They produce far more returns when [[butcher]]ed than their normal counterparts, but aren't any better at [[egg]]-laying. Like normal tortoises, they are very long-lived and serve as good long-term pets for dwarves who adopt them.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant desert tortoises for their ''shells'' and their ''longevity''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gfp-desert-turtle.jpg|thumb|300px|center|&amp;quot;I got sand in my shell.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_weasel&amp;diff=315985</id>
		<title>Giant weasel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_weasel&amp;diff=315985"/>
		<updated>2026-05-19T21:43:28Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_weasel_sprite.png&lt;br /&gt;
|portrait=weasel_portrait_anim.gif&lt;br /&gt;
|bone=12-18&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12&lt;br /&gt;
|hair=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant weasels''' are [[giant animal| much larger]] versions of the common [[weasel]], found in most [[savage]] [[biome]]s. While the common animal is one of the smallest in the game, the giant variant is about three times bigger than a [[dwarf]], but they are generally harmless due to being benign. Like normal weasels, they are solitary, don't spawn during the winter and their young are called ''kits''.&lt;br /&gt;
&lt;br /&gt;
Giants weasels may be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s. They're large enough to actually produce food when [[butcher]]ed, giving returns equivalent to a [[mule]] in quantity. Like their common counterparts, giant weasels are very short-lived, living no more than 2-3 years, making keeping them around for extended periods of time a questionable decision. Giant weasels are exotic [[mount]]s and may be witnessed being used by [[Elf|elves]] during [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant weasels for their ''long bodies'' and their ''short legs''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_weasel_preview.jpg|thumb|300px|center|&amp;quot;Earth-shattering thud&amp;quot; goes the weasel.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_stoat&amp;diff=315984</id>
		<title>Giant stoat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_stoat&amp;diff=315984"/>
		<updated>2026-05-19T21:42:24Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:08, 16 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_stoat_sprite.png&lt;br /&gt;
|portrait=stoat_portrait_anim.gif&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=12-18&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|fat=12&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|tooth=0-2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant stoats''' are enlarged versions of the common [[stoat]] who can be found in [[savage]] [[taiga]]s and [[tundra]]s. While the regular animal is tiny, their giant cousins are about three times larger than a [[dwarf]], though they possess the same benign disposition which makes them harmless in most cases. Unlike normal stoats, male and female are named the same thing, but the young are still known as ''giant stoat kits''.&lt;br /&gt;
&lt;br /&gt;
Giant stoats may be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the standard value of a savage giant creature. They are large enough to grant food when [[butcher]]ed, giving about the same amount of meat and bones as an [[alpaca]]. They're as short-lived as normal stoats, making them poor long-term companions for dwarves.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant stoats for their ''ability to take down large prey''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_stoat_preview.png|thumb|370px|center|Stoatally different from weasels.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Damie_m''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_mongoose&amp;diff=315983</id>
		<title>Giant mongoose</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_mongoose&amp;diff=315983"/>
		<updated>2026-05-19T21:41:32Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_mongoose_sprite.png&lt;br /&gt;
|portrait=mongoose_portrait_anim.gif&lt;br /&gt;
|bone=18|tooth=2&lt;br /&gt;
|meat=13&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12&lt;br /&gt;
|hair=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_mink&amp;diff=315982</id>
		<title>Giant mink</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_mink&amp;diff=315982"/>
		<updated>2026-05-19T21:41:01Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_mink_sprite.png&lt;br /&gt;
|portrait=mink_portrait_anim.gif&lt;br /&gt;
|bone=18&lt;br /&gt;
|tooth=0-2&lt;br /&gt;
|meat=13&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12&lt;br /&gt;
|hair=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant minks''' are ''much'' larger than [[mink]]s - 257 times larger, in fact, according to the [[/raw|raws]], making them slightly larger than a llama when full-grown. Due to this, they are, unlike normal minks, butcherable, and yield fairly decent amount of products. They also reach their maximum size at the age of two years old, just like most domestic livestock mammals. However, unlike those animals, they always give birth to only one kit. Those characteristics make them a decent meat industry animal if a breeding pair is obtained, but inferior to most other giant animal variants. Giant minks are benign, and therefore pose no threat to dwarves and are mostly useless for [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Desert_tortoise&amp;diff=315981</id>
		<title>Desert tortoise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Desert_tortoise&amp;diff=315981"/>
		<updated>2026-05-19T21:40:18Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=desert_tortoise_sprites.png&lt;br /&gt;
|portrait=desert_tortoise_portrait_anim.gif&lt;br /&gt;
|skin=scale&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|bone=4&lt;br /&gt;
|skull=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|shell=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Desert tortoises''' are small [[creature]]s found in [[desert]] [[biome]]s. They spawn individually and do little but wander around aimlessly. They are only slightly bigger than the average [[cat]] and will run away when threatened, making them harmless to all but the most unlucky of [[dwarves]]. They are one of the few sources of [[shell]]s in deserts, and the only one when there's no [[water]] available.&lt;br /&gt;
&lt;br /&gt;
Desert tortoises can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into low-value [[pet]]s. They produce a meager amount of [[food]] and [[bone]]s when [[butcher]]ed, and lay a low number of [[egg]]s compared to most domestic poultry. As expected from tortoises, they are quite long-lived, making them long lasting companions for dwarves who adopt them. &lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] desert tortoises for their ''shells'' and their ''longevity''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gopherus agassizii.jpg|thumb|center|300px|Admired for its ''longevity''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weasel&amp;diff=315980</id>
		<title>Weasel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weasel&amp;diff=315980"/>
		<updated>2026-05-19T21:38:51Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:06, 16 February 2023}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=weasel_sprites.png&lt;br /&gt;
|portrait=weasel_portrait_anim.gif&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Weasels''' are small [[creature]]s who can be found in every biome except [[mountain]]s and [[glacier]]s. They are solitary and may not be found during the winter. They're benign and one of the smallest animals in the game who aren't outright [[vermin]], making them entirely harmless. A newborn weasel is called a ''weasel kit''.&lt;br /&gt;
&lt;br /&gt;
Weasels may be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s of low value. Their tiny size means they can't be [[butcher]]ed if hunted, and slaughtered tame ones will only give a [[skull]] in return. Weasels are also very short-lived, living no more than 3 years.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] weasels for their ''long bodies'' and their ''short legs''.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bamgûs&lt;br /&gt;
| elvish  = lethina&lt;br /&gt;
| goblin  = balu&lt;br /&gt;
| human   = lussum}}&lt;br /&gt;
[[File:Mustela nivalis -British Wildlife Centre-4.jpg|thumb|center|400px|Admired for its ''short legs''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mongoose&amp;diff=315979</id>
		<title>Mongoose</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mongoose&amp;diff=315979"/>
		<updated>2026-05-19T21:36:19Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=mongoose_sprites.png&lt;br /&gt;
|portrait=mongoose_portrait_anim.gif&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=6&lt;br /&gt;
|skull=1&lt;br /&gt;
|intestines=0-1&lt;br /&gt;
|wiki=yes|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Mongooses''' are small [[creature]]s found in [[tropical]] [[shrubland]]s and [[savanna]]s, where they appear one at a time. While carnivorous, they're timid and benign as well as smaller than your average [[cat]], making them harmless to a [[dwarf]] or just about anything. A newborn mongoose is called a ''pup''.&lt;br /&gt;
&lt;br /&gt;
Mongooses can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into low-value exotic [[pet]]s. They give a low amount of returns if [[butcher]]ed, making them subpar in a [[meat industry]]; there are far better options available.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] mongooses for their ''cunning'' and their ''agility''.&lt;br /&gt;
&lt;br /&gt;
[[File:Herpestes edwardsii at Hyderaba.jpg|thumb|center|400px|Admired for its ''cunning''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stoat&amp;diff=315978</id>
		<title>Stoat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stoat&amp;diff=315978"/>
		<updated>2026-05-19T21:34:46Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animated portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:05, 16 February 2023 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=stoat_sprites.png&lt;br /&gt;
|portrait=stoat_portrait_anim.gif&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Stoats''' are tiny [[Creature|animals]] found in [[taiga]]s and [[tundra]]s. Only marginally larger than a [[weasel]], they're among the smallest creatures in the game who aren't [[vermin]], and their benign demeanor makes them harmless to virtually anything. A male stoat is called a ''stoat jack'', a female is called a ''stoat jill'' and a newborn is known as a ''stoat kit''.&lt;br /&gt;
&lt;br /&gt;
Stoats may be captured in [[cage]] [[trap]]s and be [[Animal trainer|trained]] into low-value [[pet]]s. Hunted stoats are too small to be [[butcher]]ed, and slaughtered tame ones will only yield a [[skull]]. Stoats may live between 2-7 years, making them potentially longer-lived (if RNG is on your side) than weasels, if you decide to keep them around for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] stoats for their ''ability to take down large prey''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference: Inscryption--&amp;gt;&lt;br /&gt;
Stoats are very good at [[Die|gambling]] with [[Paper|cards]], even though they are mere animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Mustela erminea upright.jpg|thumb|center|300px|Admired for its ''ability to take down large prey''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=315971</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=315971"/>
		<updated>2026-05-16T16:12:12Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Hope I didn't break anything...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE--&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
This is the list of quotes which appear at the top of the wiki's [[Main Page]]. Many of them are musings from the developer notes, while others are forum posts made by ''DF'' players or simply anonymous game-related statements. Feel free to add any quotes you find particularly amusing or interesting.&lt;br /&gt;
&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of [[tile]]s. And [[tile]]s are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). — [[Toady One]]&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after [https://www.youtube.com/watch?v=AdQ3JDLlmPI death of prolific long-standing position holders with inbred descendants]&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;Sieging humans brought some war [[polar bear]]s, and one of them started a camp fire. [[Animal trainer|Highly trained]]!&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might [[Entity token#TISSUE_STYLE|sh... shave]].&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;You can't yet strangle people with the exposed guts, though I suppose that's now within reach.&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold [[Creature token#BLOOD|blood]].&amp;quot; — [[Toady One|Toady the Great One]]&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay. — [[Toady One]]&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age — [[Toady One]]&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. — [[Toady One]]&lt;br /&gt;
I also got started on [[Jump|jumping]]. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. — [[Toady One]]&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. — [[Toady One]]&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. — [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. — [[Toady One]]&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. — [[Toady One]]&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. — [[Toady One]]&lt;br /&gt;
&amp;quot;Stopped aerial births.&amp;quot; — [[Toady One]]&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. — [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. — [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. — [[Toady One]]&lt;br /&gt;
The poor thing died with the message &amp;quot;[[Temperature|&amp;lt;name&amp;gt; has condensed.]]&amp;quot; — [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. — [[Toady One]]&lt;br /&gt;
The [[titan]] was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. — [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. — [[Toady One]]&lt;br /&gt;
I have my little invisible [[Labor|help-wanted ads]] for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. — [[Toady One]]&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. — [[Toady One]]&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. — [[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. — [[Toady One]]&lt;br /&gt;
Stopped cats from dying of alcohol poisoning [https://dwarffortressbugtracker.com/view.php?id=9195 after walking over damp tavern floors and cleaning themselves.] — [[Toady One]]&lt;br /&gt;
I filled my fortress's [[temple]] with [[statue]]s and tantruming dwarves to test out the desecration code. — [[Toady One]]&lt;br /&gt;
These [[Agent|secret agents]] are overdoing it...&amp;lt;br&amp;gt;&amp;quot;What can you tell me about yourself?&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Me?  Who's that?  I don't know myself.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
There's a cost to this [[Magic|movement]], and the cost is, 'how much do I value my blood? — [[Toady One]]&lt;br /&gt;
It's still a shock. People are playing a [[Tileset|text game]]. That's weird. — [[Toady One]]&lt;br /&gt;
An impressionable child, she inherited the goblin ethics of [[personality value|valuing]] power over others and her personal dream is to take over the world. I'm sure it'll be fine. — [[Toady One]]&lt;br /&gt;
I've got a fort that has an export industry centered entirely around little commemorative [[dacite]] figurines of the starting seven dwarves in different poses. Eventually we'll have to make the merchants more discerning — [[Toady One]]&lt;br /&gt;
&amp;quot;If a sieging army wants to talk, there's an initial petition to arrange a parley, which is not delivered physically — they hang back outside in relative safety, since you people have a [[Stupid dwarf trick|tendency]] to drop [[magma]] on things.&amp;quot; — [[Toady One]]&lt;br /&gt;
My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders. — [[Toady One]]&lt;br /&gt;
If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality. That's how I tested it, anyway. Five of the dogs were struck down, but the humans will now think twice about whatever it was they were thinking about, that's for sure. — [[Toady One]]&lt;br /&gt;
Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic... now I guess I have a save if I want to test being invaded by angry humans. — [[Toady One]]&lt;br /&gt;
&amp;quot;...go to reclaim artifacts that were either stolen by kobolds or something, or maybe weren't yours to begin with, and you can be bad dwarves. Start some shit.&amp;quot; — [[Toady One]]&lt;br /&gt;
Some uncommon situations have become hard to debug with a test adventurer, so world debug mode can now manifest the cursor as an adventurer. Lots of &amp;quot;Hello.  My name is Manifestation.  Why are you traveling?&amp;quot; today.  They don't notice the cursor human is clothing-free yet. — [[Toady One]]&lt;br /&gt;
I used my debug power to manifest as the Manifestation, holding the quest crossbow, which I immediately handed over. When I asked the quester about it, he said &amp;quot;An unknown creature has given an unknown creature &amp;lt;correct artifact name&amp;gt;. I don't care one way or another.&amp;quot; — [[Toady One]]&lt;br /&gt;
Animals no longer become distracted from being unable to drink if they've experienced trauma, or from being unable to worship gods they shouldn't have been worshiping in the first place... — [[Toady One]]&lt;br /&gt;
Dropping a boulder on somebody and then leaving my dwarves unattended outside with nothing to do for a year resulted in tantrums, depression and oblivious wandering, so it seems to be working (...) I wasn't aware of their relationship status when the boulder fell; that's just how it turned out, sadly. — [[Toady One]]&lt;br /&gt;
Goblins are [[Immortality|meant to die]] violent deaths. — [[Toady One]]&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=1104.msg14899#msg14899]&amp;lt;/sup&amp;gt;&lt;br /&gt;
I have some good saves I can look at and so forth, so hopefully I can pick some decent numbers if they are a problem, and if the numbers are fine, focus just on the ridiculous &amp;quot;scary teeth&amp;quot; part of it.  Although I guess teeth are scary sometimes, but it takes like a whole horror movie to build up to why, and these are just random troll teeth. — [[Toady One]]&lt;br /&gt;
Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later. It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections. — [[Toady One]]&lt;br /&gt;
After producing three notable poems, Zicab was murdered by a goblin armorer in the pits (who was later devoured by a giant lion, so that has a happy ending.) — [[Toady One]]&lt;br /&gt;
Artuk soon gave up on fighting, and became a poet like her father and grandmother, moving again to the goblin pits, where apparently all poetry in this world is written. — [[Toady One]]&lt;br /&gt;
For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that [[draltha]] leather. — [[Toady One]]&lt;br /&gt;
This turned out to be a strategic error, as two short years later, a forgotten beast obliterated the fortress, the warehouse, and killed everyone inside. So, what's the correct response? Close the destroyed branch? No, no, you stimulate the (non-existent) economy by hiring local. Forgotten beast, you're the new (ruined) warehouse administrator, congratulations! — [[Toady One]]&lt;br /&gt;
I've mainly been 'consolidating gains' this week (that is, finding horrible bugs and wondering how anything worked in the first place.) — [[Toady One]]&lt;br /&gt;
He was imprisoned in a dwarf fortress for 20 years. He might have escaped, but a hydra came and ate him and everybody else. — [[Toady One]]&lt;br /&gt;
I did have to fix a bug where the human and dwarven allies also ate the dead if the elves led the attack. — [[Toady One]]&lt;br /&gt;
I'm not actually sure why he didn't try to start a zombie horde of his own instead, but this is okay. — [[Toady One]]&lt;br /&gt;
Necromancers can pet their zombie animals too, and the living can try too if they are foolish. Hmm, I think a necromancer might also be able to pet their zombie humanoids, due to how it does the detection. — [[Toady One]]&lt;br /&gt;
I went to a shrine, rolled a tin icosahedral die and it was a bad roll and I was cursed to be a snowy owl for a week. So I flew up to a nearby rooftop and pondered tangents. — [[Toady One]]&lt;br /&gt;
I intentionally accepted a petition to establish a temple for the ten worshippers from the Cult of Cats, and then ignored it for an entire year. The game announced that the agreement had been abandoned, and one of my fisherdwarves that belonged to the religion cancelled their job in dismay. — [[Toady One]]&lt;br /&gt;
Now-corrected highlights include the game getting confused about who owned the tomb after a mummy came back from the dead, leading to the mummy's zombies sieging themselves, and two dwarven spies diligently maintaining their enemy cover identities even when they came to live in the player's fort, confusing the local soldiers and starting civil wars. — [[Toady One]]&lt;br /&gt;
Fixed crash involving stressed out wilderness creatures wanting to complain to priests. — [[Toady One]]&lt;br /&gt;
Ha ha, {{token|MAJOR_CURSE|interaction}} occurs 13 times in the code, and was the first usage hint added. MAJOR_BLESSING does not occur. Poor dwarves. — [[Toady One]]&lt;br /&gt;
There was a [[23a:Magic#Remnants|brief moment]] in DF history where armor had hair, swords whistled and elf arrows exploded wooden spikes inside of people. Someday we'll get back [[Magic|there]]. It's scheduled! — [[Toady One]]&lt;br /&gt;
[[Giant rat]]s are classic beings, of course. We also have [[large rat]]s since it felt like there needed to be extra size gradations for ratdom. — [[Toady One]]&lt;br /&gt;
The [[platypus]] has poisonous spurs, as in real life, which can cause painful swelling. Perhaps your fortress would benefit by allowing a [[Platypus man|platypus person]] adventurer to become a resident [[monster slayer]]? — [[Toady One]]&lt;br /&gt;
Generally, the large monsters should be able to do larger things. Just squishing entire bodies, or even groups of dwarves all at once. Squish. — [[Toady One]]&lt;br /&gt;
”He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able... It should be pretty fun though.” — [[Tarn Adams]], [http://www.bay12forums.com/smf/index.php?topic=2525.msg40940#msg40940 2004]&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. — [[ThreeToe]]&lt;br /&gt;
If I had to pick a bird to apply to this situation, it wouldn’t be the phoenix, because nothing exploded. — [[ThreeToe]][http://www.bay12forums.com/smf/index.php?topic=179293]&lt;br /&gt;
Everything is beginning to coalesce, to congeal, to coagulate. All that's left is the detritus that is required to bring us to the starting line, waiting for the crack of the pistol. What does that mean? It means that I took a creative writing class in college. — [[ThreeToe]] [http://www.bay12games.com/dwarves/#2022-07-15]&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, &amp;quot;Aaah! Gorillas!&amp;quot;&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] — I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;''Dwarf Fortress''&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
''Dwarf Fortress'' has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just [[Mandate|mandated]] the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt; — Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt; — Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt; — AlienChickenPie&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt; — [[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds — Shandrunn&lt;br /&gt;
{{token|FIREIMMUNE|c}} makes them think that [[magma]] is safe but doesn't actually make them [[Fire-safe|fireproof]]. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has [[Strange mood|begun a mysterious construction]]!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, [[Armok|armaque]] vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your [[Armok|weapon]], the strength of the Mountain-Home.&amp;quot; — Eita&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; — Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default [[Thought|mental state]] of a dwarf is madness. Sanity is a temporary condition — a PRIVILEGE you have to EARN!&amp;quot; — [[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; — Yanlin&lt;br /&gt;
&amp;quot;''Dwarf Fortress'' taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; — [[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're [[Fun|losing]].&amp;quot;&amp;lt;br&amp;gt; — George Carlin (if he played ''Dwarf Fortress'')&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes [[40d:tentacle demon]]s for their corrupt intentions.&amp;lt;br&amp;gt;&amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
{{bugl|416|cat=nocat}}: Rain kills everything it lands on&lt;br /&gt;
Bug 000780 [adventure mode][crime] — town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; Ben jamm1n&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a [[deity]] of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their [[Stonecutter|lack of quality levels]].&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] — mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow [[cheese]] is made from [[cow]]'s [[milk]], what is dwarven cheese made of?&lt;br /&gt;
[[Known bugs and issues|Bugs]] are opportunities to cause unprecedented amounts of destruction. — Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot; — [[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] — flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a [[glumprong]] blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
''Dwarf Fortress'': Because burning elves are [[fun]]ny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to God once I saw a dwarf who was labeled as being [[Attribute|Strong, Very Agile, Very Tough]]... and [[Cleaning|Clean]]. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Bug 000871 [projectiles] — babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] — a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; — sonerohi&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. — PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has [[Mandate|mandated]] the construction of crowns and clear glass items to the empty halls. — PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume [[purring maggot]], [[Pig tail|Dwarven ale]] and [[Dwarven syrup]].  He absolutely [[Hateable|detests]] purring maggots.&amp;quot;&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost [[Grudge|an annoying friend]] to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats. — Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Muskox has gone stark raving mad!&amp;quot;&amp;lt;br&amp;gt;I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; — Boksi&lt;br /&gt;
It has [[Creature#Reading the Table|stats]]. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] — Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with [[red beryl]] spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by [[Bat man|batman]] is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If ''Dwarf Fortress'' geology is to be believed, then the Earth's core is made of [[microcline]] and [[demon]]s.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' — Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: [[Fire men]] can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab [[Iron Man]] in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find [[path]].&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt; — The motto of ''Dwarf Fortress''&lt;br /&gt;
I hate walking under dwarven archways. You never know how many [[Trap#Weapon trap|mechanized crossbows]] they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt; — Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; — [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with [[flux]], [[sand]] and [[bituminous coal]].&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say. — KingAuggie&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' [[Language|randomly generated name]] was &amp;quot;Greatest[[Fun|failure]]&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is — [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; — Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung made an [[artifact]], became mayor and promptly [[Mandate|mandated]] the construction of [[slade]] goods.&lt;br /&gt;
''Dwarf Fortress'': You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and ''Dwarf Fortress'' share a mystical trend. It is !!Science!!.&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. — Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. — Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. — Samuel&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} — Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} — Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. — Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode — Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt; — Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. — Urist Da Vinci&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and [[Fun|less care]].&lt;br /&gt;
You: How have things been?&amp;lt;br&amp;gt;Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've [[Modding|modded]] them so that their [[Creature token#FIXED_TEMP|body temperature]] causes nearby trees to burst into [[Fire|flames]]. — Evil One&lt;br /&gt;
''Dwarf Fortress'': Teaching [[Drowning chamber|methods]] of genocide against [[Merperson|merpeople]] because their bones are worth [http://www.bay12forums.com/smf/index.php?topic=25967.0 6000{{db}}].&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a [[wagon]]. — Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! — Garath&lt;br /&gt;
Welcome to ''Dwarf Fortress''. Where peaceful death of old age is something nobody sees coming. — Sirbug&lt;br /&gt;
&amp;quot;I died.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;The Weather looks to be fine today.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? — [http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can [[Modding|modify]] chickens so that, instead of laying eggs, [[Creature token#LAYS_UNUSUAL_EGGS|they lay ''live bees'']]. ''Dwarf Fortress'': crimes against nature simulator. — [http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted with magma.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. — [http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; — Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. — Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu. — TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think. — TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
''Dwarf Fortress'': [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. — UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. — Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff. — Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
''Dwarf Fortress'', flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. — GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! — Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? — Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. — Ashameron&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] — Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. — TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. — Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that it has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. — Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. — TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argument with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
Some [[migrant]]s have arrived, despite the danger.&lt;br /&gt;
&amp;quot;Mestthos Savotsazir, baby, has been missing for weeks!&amp;quot; And the babysitter still got paid.&lt;br /&gt;
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.&lt;br /&gt;
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!&lt;br /&gt;
Losing is fun they said, it's the whole point they said.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): 'I think I just lost the game. EDIT: wow, just wow. Her only social skill is &amp;quot;Master Intimidator&amp;quot; all other social skills are dabbling. &amp;quot;ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER&amp;quot;'&lt;br /&gt;
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* &amp;quot;Death... This is truly horrifying...&amp;quot; *kills another dwarf*&lt;br /&gt;
Spearman: Greetings. My name is Kakpoth. This servant of [[Speech file#TRANS_NAME|TRANS_NAME]]] greets you.&lt;br /&gt;
&amp;quot;ERMAHGAWD IM SO DRUNK&amp;quot; — Some sober human in my tavern&lt;br /&gt;
Human Farmer: Is that a weapon? What's going on?!&amp;lt;br&amp;gt;Human Animal Caretaker (to Human Farmer): Just now Dur Leaderevens was slain by Olum Senserampaged the Fords of Passing.&lt;br /&gt;
Where did all of these chinchilla corpses come from?&lt;br /&gt;
Are bar brawls typically lethal? 15 dead already. — flabort&lt;br /&gt;
The mechanics and logistics of [[Milk|milking]] a [[kangaroo]] sound excruciatingly painful for everyone involved.&lt;br /&gt;
The Carpenter 'Jesus Christ' Thikutdesis and The Farmer 'Moses' Ezumethab have married!&lt;br /&gt;
In the early summer of 129, Ducim Stafftender married a hen.&lt;br /&gt;
OH GOD! THE BABIES ARE DEHYDRATING!&lt;br /&gt;
'David' Vabokkubuk felt euphoric due to inebriation.&lt;br /&gt;
I visited a town to kill a vampire with 98 kills. Every time I attempted to kill him he would run away and return after about 5 minutes. Every attempt caused locals to attack me and I ended up killing 12 people before getting my head impaled by a sword and died. The vampire was unharmed.&lt;br /&gt;
The mayor has made 9 [[mandate]]s in a row requesting the construction of catapult parts. Now he is prohibiting the export of all catapult parts. &lt;br /&gt;
One of the children in my fortress became a legendary wood crafter due to a fey mood. He is also only 2 years old.&lt;br /&gt;
&amp;quot;[[Necromancer|Necromancy]] is sort of like Jaywalking. It's not [[Justice#Crimes|illegal]], just frowned upon.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=136384.1785 Dwarfy]&lt;br /&gt;
Urist McWimp, Hunter cancels Return Kill: Interrupted by a chinchilla.&lt;br /&gt;
Dear Urist McEngineer, If you become drowsy, please wait to finish constructing your hallway of large serrated disc death BEFORE you take a nap. Your bloody, gibbed corpse will be stowed away in the [[refuse]] [[stockpile]]. — bigjaredmonkey, in the &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=63417.msg6961519#msg6961519 Note to Urist]&amp;quot; topic.&lt;br /&gt;
I once got sieged by an army of toads lead by a [[Interaction token|pyromancer]].  Not [[Toad man|toadmen]], not [[giant toad]]s, but [[toad]]s.  The kind [[cat]]s murder. — [http://www.bay12forums.com/smf/index.php?topic=34430.msg6961973#msg6961973 Splint]&lt;br /&gt;
[[Giant cave toad]]s may appear as mounts during a goblin attack, where they will happily swim their way into your fortress via any unprotected waterways. If the underwater path is short enough sometimes their goblin riders even survive the trip.&lt;br /&gt;
Is that npc humping a table?&lt;br /&gt;
Spill the intestines of your enemy, cut them off and keep as a stinking trophy. The smell makes you feel nausea? You are not even a half as nauseous as your victim is now.&lt;br /&gt;
a migrant with skills in surgery, butchery and bonecarving.&amp;lt;br&amp;gt;i can see how thos skills suppliment each other. synergies — Scruffy, [http://www.bay12forums.com/smf/index.php?topic=116045.msg6027592;topicseen#msg6027592 !!DRUNK FORTRESS!!]&lt;br /&gt;
A Goblin Siege? Good, we were starting to run out of clothes.&lt;br /&gt;
Prepared food! What do you mean prepared food?! You mean you aren't content with squatting in a dank cavern gnawing on a cold uncooked mushroom?&lt;br /&gt;
A book called ''Into the Elf,'' sounds like a rip off of ''Fifty Shades of Gabbro.''&lt;br /&gt;
As a necromancer, I realize not many people try cocaine, most of those people reincarnate for that very reason.&lt;br /&gt;
{{bugl|9371|cat=nocat}} [Adventure Mode — Eating/Drinking] The Human Pikeman Necromancer drinks the «≡steel toy hammer≡».&lt;br /&gt;
{{bugl|2484|cat=nocat}}: Eight-legged quadruped&lt;br /&gt;
{{bugl|9832|cat=nocat}}: Overuse of casesura and reversal in poetic forms&lt;br /&gt;
[Bug fix] Made gorlaks able to open doors, stopped desizing of their heads.&lt;br /&gt;
{{bugl|4681|cat=nocat}}: A dwarf with a [[Strange mood|fell mood]] grabbed a ghost. It didn't get the required materials, so it grabbed another one.&lt;br /&gt;
&amp;quot;You read Misconceptions About Reproduction.&amp;quot;&amp;lt;br&amp;gt;The written portion consists of a 69 page manual entitled Misconceptions About Reproduction, authored by Lali Mobblazes.&amp;lt;br&amp;gt;It concerns the reproductive behavior of creatures. The writing is quite self-indulgent. Overall, the prose is not awful, but not very good either.&lt;br /&gt;
My adventurer found a horse. I knew you couldn't ride horses so I decided to attack it for its meat.&amp;lt;br&amp;gt;{The horse hoof strikes Ehil Casketfrgrance in the head, and the severed part sails off in arc!}&lt;br /&gt;
Acik Citudubmith, Werewarthog: I have improved my wrestling. That was very satisfying! (...) The speardwarf stabs the werewarthog in the neck with her ({bismuth bronze spear}) and the severed part sails off in an arc! ~instant karma&lt;br /&gt;
Pre-alpha in-dev release. &amp;lt;br&amp;gt;&amp;quot;Nobody on the [[DFHack]] team accepts any responsibility for anything that this program causes. It is liable to be very unstable.&amp;quot; — japa&lt;br /&gt;
It is terrifying.&lt;br /&gt;
&amp;quot;Can you tell me where I can find me?&amp;quot; &amp;lt;br&amp;gt;&amp;quot;I don't know, and I don't know anybody that could tell you.&amp;quot;&lt;br /&gt;
While getting ground and pounded by a ranger, I seize him by the throat and place a chokehold, his response being to frantically punch and scratch me. Then, as we sit in a pool of our own blood frantically trying to kill one another, my opponent then looks me in the eyes and says: &amp;quot;Greetings. My name is Kamven Trustsystem. Let's not hurt anybody.&amp;quot;&lt;br /&gt;
A horse just grabbed me by the nose with it's front leg and threw me. I wish I knew horse Judo...&lt;br /&gt;
Throwing a coat at an enemy tears their leg apart, bruising ligaments and tendons and forcing him to the ground, effectively doing more damage then if I had hacked him with an axe. Eh, seems legit.&lt;br /&gt;
Human 2 (to Human 1): I died. It was inevitable.&lt;br /&gt;
''Dwarf Fortress'' isn't ''Dwarf Fortress'' unless your Trade Depot is inexplicably covered in [[vomit]]&lt;br /&gt;
[[Tantrum]]: If you can't stand your life anymore, come for treatment to the elephants. [[Unfortunate accident|They'll gladly understand.]]&lt;br /&gt;
Gelu Blossomedstenches the Ripe Sucker of Sacks is a marsh [[titan]]. It is the only one of its kind. A great one-eyed six-legged ankylosaurid, it has an austere look about it. Its periwinkle scales are round and close-set. Beware its fire! Gelu is associated with water, plants, nature, muck and animals.&lt;br /&gt;
{{bugl|3299|cat=nocat}}: [Animal Populations] Blind cave bears have front toes on both front and rear feet&lt;br /&gt;
{{bugl|2790|cat=nocat}}: [Creatures] Alligators needlessly use specific toes&lt;br /&gt;
{{bugl|6498|cat=nocat}}: [Adventure Mode — Conversation] Zombies start conversation with necromancer adventurer who tries to sleep in their house&lt;br /&gt;
[http://i.imgur.com/1A5Au.jpg You get used to it. I, I don't even see the ASCII. All I see is dwarf, *floodgate*, plump helmet spawn...]&lt;br /&gt;
{{bugl|9763|cat=nocat}} — [Dwarf Mode — Immigration] Dwarf missing upper body, but still alive.&lt;br /&gt;
&amp;quot;I plan on breeding an entire race of subservient animal people, who will comprise the main workforce of my fortress (not to mention the military).&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/416gqb/eugenics_a_proposal_for_breeding_a_slave_race/ High_king_of_Numenor]&lt;br /&gt;
&amp;quot;Whenever I torture someone [in Adventure Mode], I like to 'slug' them. I remove their ears, nose, teeth, and tongue, and break both of their legs. I call it &amp;quot;slugging&amp;quot; because all they can do is crawl around on the floor and cry. Then I like to follow them around and talk to them about the weather.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/2zilxr/the_treefondling_hippie_certainly_deserves_it/cpjoxa9/?context=1  paroonshark]&lt;br /&gt;
&amp;quot;My dorfs leave this world the way they came into it: naked, screaming, and on fire.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/4ci1l8/ive_been_playing_the_best_game_in_the_world_for/d1iqlbg/?context=4 speedster217]&lt;br /&gt;
PROTIP: Make sure to melt all the fat off your body so fire-spewing enemies can't hurt you.&lt;br /&gt;
&amp;quot;I see no downside towards making your own child execution chamber.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/43180m/roomcarnage_the_consequences_of_mourning_spoilers/czesj2t/?context=2 aidantheman18]&lt;br /&gt;
&amp;quot;I feel like in DF that beating an elf to death with his own infant is considered polite discussion.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/4rlr6y/my_mayor_became_king_of_a_different_civilization/d52qn1s/ loercase]&lt;br /&gt;
&amp;quot;My mayor just punched 20 zombies to death&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/61zadj/my_mayor_just_punched_20_zombies_to_death_he/ Madrawn]&lt;br /&gt;
&amp;quot;What's the easiest way to murder children?&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/pveuj/whats_the_easiest_way_to_murder_children/ Russki]&lt;br /&gt;
&amp;quot;I like to play with my food, starting with the fingers, toes, lips, ears, teeth, eyes, nose, then just randomly stabbing them until they bleed out&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/4b5lw8/bandits_controlling_hillocks/d16qkym/?context=10000 DwarfTower]&lt;br /&gt;
Death... I am not upset by this.&lt;br /&gt;
&amp;quot;I made a giant statue of a dog entirely out of dog [[soap]]. It took nearly 10 years.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=163866.msg7431473#msg7431473 Ironfang]&lt;br /&gt;
&amp;quot;A mix between Children of Men, City of Ember, and, uh, magma.&amp;quot;&lt;br /&gt;
&amp;quot;Spearmaster stabs the Troglodyte in the left eyelid from behind with his — bronze spear-, tearing the skin!&amp;quot;&lt;br /&gt;
This is a stack of 20 masterfully prepared plump helmet roast. The ingredients are masterfully minced plump helmet, masterfully minced plump helmet, masterfully minced plump helmet and masterfully minced plump helmet.&lt;br /&gt;
Once you have entire squads of legendary axedwarves, the game changes. When a forgotten beast attacks your fortress, your first thought is: 'Ooh, we're gonna get some NICE bone bracelets outta this!'&lt;br /&gt;
&amp;quot;So I embark. Immediately upon unpausing, the wagon bursts into flames and kills one of my miners.&amp;quot; — _Naptune_&lt;br /&gt;
{{bugl|9267|cat=nocat}}: Traders bring magma in bags&lt;br /&gt;
{{bugl|1701|cat=nocat}}: HFS Critters attempting to clean self&lt;br /&gt;
&amp;quot;Those rivers are out to get you. Why do you think you can't fast travel across them? Because it's an ambush!&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=164558.msg7555694#msg7555694 Uzu Bash]&lt;br /&gt;
&amp;quot;Ok, so one of the merchants who does nothing in this fortress whatsoever is hunting, that's the one who's hunting, not the 50 hunters I have in the fortress but the useless merchant, of course.&amp;quot; — [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash].&lt;br /&gt;
&amp;quot;If a site with outcasts hiding in it is conquered, the outcasts are treated like members of the defending site. This can lead to expected things like sewer werebeasts getting crucified. However, it can also make a giant alligator flee the attacking army, wandering the wilderness for a few years before deciding to become a dancer and moving to the city. The giant alligator later remembered itself and went back to attacking villages.&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=145317.msg7472982#msg7472982 — TheFlame52]&lt;br /&gt;
&amp;quot;Now, Throw it in the pile and get back to work.&amp;quot; [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash]&lt;br /&gt;
&amp;quot;Horse is hopping up and down on your mutilated body. you are deceased.&amp;quot;&lt;br /&gt;
&amp;quot;I went to a human town one day that had one of those open markets, and every one of the merchants there was a dingo man, and they are were all saying &amp;quot;In a time before time I attacked me.&amp;quot; to every one around them.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=164791.msg7554631#msg7554631 King Zultan]&lt;br /&gt;
“Still, I'm curious about just what exactly drives the cohesion and otherwise lack of dickery.  Is a hatred of elves and love of mushrooms really enough?  Could this be the foundation for world peace?” — [http://www.bay12forums.com/smf/index.php?topic=167881.msg7595536#msg7595536 Immortal-D]&lt;br /&gt;
apparently some of my children like to play inside the barracks, upon inspection they were all skilled axedwarves.&lt;br /&gt;
&amp;quot;And there they go to the capital, with their wagons full of Delersholid's balls&amp;quot; [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA — Kruggsmash]&lt;br /&gt;
I wish there were [[Material token|tags]] to follow certain materials so I can [[Modding|mod]] in that thing from Stranger Things&lt;br /&gt;
{{bugl|10350|cat=nocat}}: Horses have objects of worship&lt;br /&gt;
Meanwhile, bugs used as melee weapons sustain no wear at all, having tested this by using a live slug to punch a dwarf in the stomach long enough to make him explode. [https://dwarffortressbugtracker.com/view.php?id=9920 — Bug Report #0009920]&lt;br /&gt;
{{bugl|8779|cat=nocat}}: Adventurer encounters naked, mute, hostile dwarven expedition leader&lt;br /&gt;
{{bugl|10485|cat=nocat}}: Dwarf recruit insane for 33 years standing around in the wilderness, formed friendship after insanity&lt;br /&gt;
&amp;quot;STEALTH WEREMAMMOTHS??!!&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=141173.0 Dunamisdeos]&lt;br /&gt;
High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!&amp;lt;br&amp;gt;High-voiced kobold spearman (to the high-cheekbones kobold wrestler): Identify yourself!&amp;lt;br&amp;gt;High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;You feel really full.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;It's too much, you might not be able to keep it down!&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;You vomit.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&lt;br /&gt;
I have a fort that is now a mountainhome. The king &amp;quot;doesn't really care about the law&amp;quot;.&lt;br /&gt;
Currently I am being attacked by a giant 3-eyed stick insect and a scaly, winged, blue snail. What an awesome game!&lt;br /&gt;
In a siege I stationed my marksdwarves at the top of my wall to fire out of the fortifications. Everything was going great until they decided it would be a good idea to jump OVER the fortifications, off the wall, and into the enemy axedwarves.&lt;br /&gt;
In the middle of a fight with a forgotten beast my axelord walked off to &amp;quot;Store Item in Stockpile&amp;quot;.&lt;br /&gt;
I may or may not have entirely filled the cavern with water. . .&lt;br /&gt;
Hey! Why can't I trade right now? Where is my trader? Oh. Unconscious with last thought being &amp;quot;Euphoric after drinking&amp;quot;. Hangover?&lt;br /&gt;
The dwarven baby has long clean-shaven sideburns and a very long mustache and prefers [[Cave wheat|dwarven beer]] or [[Pig tail|ale]].&lt;br /&gt;
The plum wood logs strikes the woodcutter in the left upper leg and the injured part is smashed into the body, an unrecognizable mess!&amp;lt;br&amp;gt;An artery has been opened in the attack!&amp;lt;br&amp;gt;The woodcutter slams into an obstacle!&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;No, that's disgusting.&amp;lt;/span&amp;gt;&lt;br /&gt;
There is a new [[King of Beasts]], and its name is [[Badger]].  Tremble before it. — Unintelligent&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;An ambush! Curse all [[Elf|friends of nature]]!&amp;lt;/span&amp;gt;&lt;br /&gt;
The last fortress I started under conditions this horrible ended with the last survivor going mad after a skeletal mandrill ate his pet kitten and going on a suicide charge into zombie elefants while naked and on fire.&lt;br /&gt;
&amp;quot;I got into an argument with a cat. That was very exhilarating!&amp;quot;&lt;br /&gt;
It is a blessing as much as it is depressing that you can drink your own tears.&lt;br /&gt;
&amp;quot;One time, a horde of Monkeys doomed my Dwarves by stealing their supplies in mass. They died that night.&amp;quot;&lt;br /&gt;
&amp;quot;So I had my brewer go out to pick some fruits from the nearby trees to use for some quick booze production to kick start my newest fortress, but while he was standing on his stepladder he suddenly became thirsty. / I did whatever I could to try and save him, but he inevitably died of dehydration and then fell face-first into the ground off his stepladder.&amp;quot; — Urist commenting on &amp;quot;Ladderbound&amp;quot;.&lt;br /&gt;
&amp;quot;Dude, anything's possible with enough work, time, and lots of alcohol.&amp;quot; — Dummy rambling about multiplayer.&lt;br /&gt;
&amp;quot;The saddest part about this game is that it was always inevitable.&amp;quot; — Some Nerd&lt;br /&gt;
You attack the Obese Dwarven Child in the lower body with your *Iron War Hammer* but the attack glances away! &amp;lt;br&amp;gt;Obese Dwarven Child: I feel so good!&lt;br /&gt;
Reg Abiriton enjoys carving buckets.  He has carved an image of a bucket in hematite, an image of two buckets in obsidian, and an image of three buckets in sulphur.&lt;br /&gt;
Segfaults in under 1min. Extermination of Gencesh Anurlem the law-giver prevents it. The mad lad is wearing gabbro blocks x3, sweet pods [4], rotten creepy crawler remains, dimple cups [7] and an exceptional iron pipe section (may vary). [https://dwarffortressbugtracker.com/view.php?id=10499 — Bug Report #0010499]&lt;br /&gt;
The [[Werebeast|Wereass]] Lara Rifayivu Enefilece has come! A Large [[Donkey|ass]] twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow mahogany. Its brown hair is unkempt. Now you will know why you fear the night.&lt;br /&gt;
&amp;quot;[…] The dwarf 'Pasal' Hatchedbody led the attack, and the defenders were led by a troll. […] The dwarf 'Pasal' Hatchedbody outmatched a troll with a cunning plan.&amp;quot;&lt;br /&gt;
&amp;quot;Fucking SLAVES! Get your Beards Back here!&amp;quot; ''-[[Armok]] Upon being Chained and having his Adamantine stolen by dwarves.''&lt;br /&gt;
Playing a brown recluse spider man, boogeyman don't attack them. Decided to dance and they danced with me. They [http://imgur.com/a/yP9pdH4 think im a shit story teller]. — [http://www.reddit.com/r/dwarffortress/comments/bgz7hd/i_found_out_why_there_called_boogeymen/ Sabata11792]&lt;br /&gt;
{{bugl|11106|cat=nocat}}  [adventure mode][General] Adventurer suddenly turned into a chinchilla&lt;br /&gt;
{{bugl|11074|cat=nocat}} Infinitely dripping pets?&lt;br /&gt;
{{bugl|11095|cat=nocat}} Statue of Pet Sheep Shows Sheep Owning Dwarf&lt;br /&gt;
Related Historical Figures: Rope, object of worship&lt;br /&gt;
&amp;quot;We need more fatal beatings!&amp;quot; — Doxazo&lt;br /&gt;
&amp;quot;I've been wounded. No, that's not annoying.&amp;quot; — Rakust Beradil&lt;br /&gt;
&amp;quot;I'm flooding my fortress because I've decided enough is enough. On the plus side, my mist generator is working now.&amp;quot; — Doxazo&lt;br /&gt;
&amp;quot;&amp;quot;I had a bath. I'm very content&amp;quot; (The dwarf who plugged an aquifer (11x11 plug) — which event displaced so much water so suddenly, that it threw him into the air, had him briefly unconscious and left him stunned and with an injured leg.)&amp;quot;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;There is nothing to catch in the volcano.&amp;lt;/span&amp;gt;&lt;br /&gt;
{{DFtext|A section of the cavern has collapsed!|4:1}}&amp;lt;br&amp;gt;{{DFtext|The miner slams into an obstacle!|6:1}}&amp;lt;br&amp;gt;{{DFtext|The two-legged rhino lizard Remains strikes the miner in the neck and the injured part is smashed into the body, an unrecognizable mass!|4:1}}&lt;br /&gt;
{{DFtext|Zasit Dastotamud, Diagnoser cancels Clean: Dangerous terrain|4:1}}&lt;br /&gt;
[https://www.reddit.com/r/dwarffortress/comments/f2ivul/new_training_regime/ {{DFtext|The Cat is sparring.|3:1}}]&lt;br /&gt;
{{bugl|11333|cat=nocat}}: Cats can be interrogated.&lt;br /&gt;
This is a Silver [[Slab]]. All craftsmanship is of the highest quality. The slab reads: &amp;quot;I am Urist, once of the underworld. By Busla, I bind myself to this place.&amp;quot;&lt;br /&gt;
&amp;quot;This is a dwarf. The dwarf is dead. The dwarf is also laughing.&amp;quot; — Kruggsmash&lt;br /&gt;
{{bugl|11470|cat=nocat}}: Slow white stork woman causing mayor to be stuck in office&lt;br /&gt;
{{bugl|11481|cat=nocat}}: Dwarf eats [[mud]] left from [[mud man]]&lt;br /&gt;
{{bugl|10519|cat=nocat}}: (Almost) unkillable zombie made when raising corpse of curling hedgehog man&lt;br /&gt;
{{bugl|11490|cat=nocat}}: Visitors giving birth during visit leave their baby behind&lt;br /&gt;
'Beatitudo est [[Fun|perdere]]'&lt;br /&gt;
&amp;quot;I think bridges are a good murder weapon. Over 20 dead and also not a bad way to dispose of babbling lunatics.&amp;quot;&lt;br /&gt;
Losing is [[fun]], but frustration is not.&lt;br /&gt;
{{bugl|9486|cat=nocat}}: Building Destroyer visitors destroy the tavern&lt;br /&gt;
”'''Filth''' is one of the more obscure materials present within the game code. It comes in two varieties: solid brown and liquid yellow filth.” — this wiki on [[filth]], 2020-10-28.&lt;br /&gt;
&amp;quot;One thing right off the bat, we discovered immortality and literal reincarnation. Not sure how but cool.&amp;quot;&lt;br /&gt;
&amp;quot;ya dun stole ma battly axe!&amp;quot;&lt;br /&gt;
&amp;quot;In the early spring of 38, The Fondled Demon accepted an offer of peace from the Chaste Skirts.&amp;quot;&lt;br /&gt;
&amp;quot;This is one of those games that you have to get better at losing before you can get better at winning.&amp;quot; [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]])&lt;br /&gt;
I had a number of long-term residents, but then a visiting poet turned into a werepanther and ate everybody. Such is life.&lt;br /&gt;
Embark with 3000 units of meat.  ― {{bugl|4592}}&lt;br /&gt;
Dwarf Fortress:  Where creatures of the night are nice enough to politely greet you before kicking you in the head and exploding it into gore.&lt;br /&gt;
Oh breachnig the volcano msfired completely. HOpe I idnt kill too many there.,... Still don't knww where my miners went. ''[sic]'' — Drunk Siquo&lt;br /&gt;
In the year 12, Afe Lizardsun slew the desert titan Oslo with a peach wood branch.&lt;br /&gt;
I think I might have broken something, because my dwarves are wearing gauntlets on their mouths.&lt;br /&gt;
The siege is broken!  We are victorious!!!!!  Also, the exterior of the fortress continues to burn.&lt;br /&gt;
I wish you the best of luck in retaining consciousness during the next 45 minutes or so..&lt;br /&gt;
I ''maaayyy'' have accidentally switched some [[Creature token|tags]] and made dwarves bleed from the eyelids when they [[Creature token#SECRETION|sweat]]. Oops.&lt;br /&gt;
[A]fter a short jog to the nearest monastery, I became a vampire after blaspheming the gods, and ran back to the ocean. [https://www.reddit.com/r/dwarffortress/comments/ri48gu/migrur_throl_oceans_deep_the_strange_depths_the/]&lt;br /&gt;
I just bought out a chunk of a human caravan with wheelbarrows, and then a peasant gave birth in the mountain spring to a girl.&lt;br /&gt;
They may appear as mounts during a siege, though it's difficult to take an invader seriously when mounted upon a giant slug. — this wiki on [[Giant slug]]s&lt;br /&gt;
HIT YOU ELF TO PIECES WITH FIST. — ''Pokémon Vietnamese Crystal''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6725059#msg6725059 Hellzon] Visitors happily came to the glacier/tundra fort surrounded by howling yetis, and my current evil hills fort where it rains blood every week. But an idyllic beach fortress with waves lapping lazily against the hill fort? Sounds horrible, let's not go there.&lt;br /&gt;
{{bugl|0011905}}: Writing a book in Arena Mode leads to teleportation to another dimension&lt;br /&gt;
{{dftext|Attention, you have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you. This warning to you will not repeat.|2:1}}&lt;br /&gt;
You want a dwarf? There's your f*cking [[dwarf]]. You want some better [[graphics]]? [[Tileset repository|'''F*ck you.''']] Dwarves can do [[Labor|lots of stuff]]. Like [[Miner|digging]]. Can you dig? '''Hell no.''' Play ''Dwarf Fortress''. — [http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
He personally is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting &amp;lt;after being caught in the rain in 250&amp;gt; He never feels discouraged, after being caught in the rain in 250 — Kogsak Sedillolor, Doctor, and a &amp;quot;horrible accident&amp;quot; waiting to happen&lt;br /&gt;
(Tame Slug)... Not a [[Giant slug|''GIANT'' slug]]. Just a [[slug]].&lt;br /&gt;
&amp;quot;Oh fuck me. I just remembered why you don't do massive groups of pure up/down stairs... my legendary weaponsmith tripped and fell 30 z-levels and crushed his skull at the base of our stair shaft.&amp;quot;&lt;br /&gt;
&amp;quot;Engraved on the wall is an image of a cubic cube[...]&amp;quot;&lt;br /&gt;
PSA: Expel all dwarves hospitalised by werebeasts. That's how you get weregiraffe Hammer Lords to suddenly pop up in your fort.&lt;br /&gt;
Name is Urist. I dig, because God told me to. And I'm damn good at it.&lt;br /&gt;
{{DFtext|You roll, divining the will of Momuz Fatalcrypt the Fated Funeral according to the practice of The Fatal Faith.|6:1}}&amp;lt;br&amp;gt;{{DFtext|The «sylvite eight-sided long die» lands on the word &amp;quot;burial&amp;quot;.|7:1}}&amp;lt;br&amp;gt;{{DFtext|The situation cannot get worse.|3:1}}&lt;br /&gt;
Tales of stupidity and frantically trying random things, digging yourself deeper into the chaotic hellscape of your own creation.&lt;br /&gt;
Fixed world gen crash from the appointing of chefs by demon rulers that had been influenced by outside reading materials on decorum and leisure time&amp;lt;br&amp;gt; — [https://store.steampowered.com/news/app/975370?emclan=103582791464215078&amp;amp;emgid=4186734162842117873 v50.13 changelog]&lt;br /&gt;
&amp;quot;so what you're saying is that if goblins come across a book extolling the values of merriment, politeness, and leisure, the world ends&amp;quot;&amp;lt;br&amp;gt; — rome of oxtrot, [https://discord.com/channels/329272032778780672/1049402643342168114/1227859199682412544 #bug-discussion]&lt;br /&gt;
&amp;quot;I tried to do it fair at first, but I had a ton of trouble finding a [[Hippo man|hippo person]] at all and eventually resorted to a horrifying transformation of a [[human]] warrior [[Tavern|bar]] patron.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;Naturally, we'd like to make [[Health care|life]] [[Fun|miserable]] for everybody, randomly, but that'll take some doing.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;Can't wait for your spouse to be like 'it was inevitable.'  Or some pure half-authored half-proc cringe.  It'll be great.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;We are approaching the [[Magic|oh yes indeed]] era.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;If it turns out like most roguelikes, [[deity|they]] will be very [[cursed|upsettable]].&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;During testing, a far more reliable and quick method to turn around stressed-out dwarves was found, using military training, in the form of a special &amp;quot;Therapy&amp;quot; military squad which was assigned to train all year round.&amp;quot;&lt;br /&gt;
{{DFtext|Cave Crocodile has ended a mandate.|1:1}}&lt;br /&gt;
Ah, the famous caverns of Deathdeath the Death-Death of Death!&amp;lt;br&amp;gt;Looks like everything's in order... [https://www.reddit.com/r/dwarffortress/comments/1ky0n29/my_caverns_dont_belong_to_me_anymore Source]&lt;br /&gt;
{{DFtext|She didn't feel anything due to inebriation.|7:1}}&amp;lt;br&amp;gt;Oh come on, Urist. It's been five minutes on a fresh world and you're ALREADY numb!?&lt;br /&gt;
&amp;quot;Hospital patients and babies don't shut off the brains of people carrying them, again.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;Mothers no longer seek ghostly babies.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
Your cat kills a [[vermin]] and brings it to you.&amp;lt;br&amp;gt;You respond &amp;quot;Thank you, now go get rid of that thing right now&amp;quot;.&amp;lt;br&amp;gt;The cat then complains &amp;quot;I can't do that, I don't have any hands&amp;quot;.&amp;lt;br&amp;gt;You respond &amp;quot;You don't have any hands?! WHAT THE F*CK???!!!&amp;quot;&lt;br /&gt;
You: Death... I feel very uneasy.&amp;lt;br&amp;gt;Elephant Man 1: You are amazing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!--ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above)--&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=315940</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=315940"/>
		<updated>2026-05-10T23:29:39Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Fixed incorrect image (out of... probably a lot)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 15 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_notes|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How do I manage my seeds and crops]]?''&lt;br /&gt;
[[File:seeds_sprite_preview.png|right]]'''Seeds''' are used in [[farming]] to grow [[crop]]s - some can be used to make [[oil]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]] and [[kobold bulb]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds.&lt;br /&gt;
&lt;br /&gt;
[[Tree]] seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable. Some seeds do not have a sprite assigned to them. &lt;br /&gt;
&lt;br /&gt;
However, presently dwarves will rather starve than eat a seed raw.&lt;br /&gt;
Sadly, some seeds are completely worthless, based on them being unfarmable, inedible, and not processable. For the moment these can be dumped/sold freely.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Seed type || Graphic || Edible Raw || Cookable || Farmable || Vermin Edible || Oil Seed || Raws/Menu Order || Worthless?&lt;br /&gt;
|-&lt;br /&gt;
|[[Abaca]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:abaca_seeds.png]] || No || No || No || Yes || No || 092 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:acacia_seeds.png]] || No || Yes || No || Yes || No || 153 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak|Acorns]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:oak_sprite.png]] || Yes || Yes || No || Yes || No || 152 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Alfalfa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:alfalfa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 009 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:almond_sprite.png]] || Yes || Yes || No || Yes || No || 119 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:apple_seeds.png]] || No || No || No || Yes || No || 120 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:abaca_seeds.png]] || No || No || No || Yes || No || 121 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Artichoke]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:artichoke_seeds_sprite.png]] || No || No || Yes || Yes || No || 035 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Asparagus]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:asparagus_seeds_sprite.png]] || No || No || Yes || Yes || No || 036 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:avocado_seeds_sprite.png]] || No || No || No || Yes || No || 103 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Bambara groundnut]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:bambara_groundnut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 037 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Banana]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:banana_seeds.png]] || No || No || No || Yes || No || 093 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Barley]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 006 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bayberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bayberry_seeds.png]] || No || No || No || Yes || No || 122 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Beet]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:beet_seeds_sprite.png]] || No || No || Yes || No || No || 040 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bilberry_seeds_sprite.png]] || No || No || Yes || No || No || 087 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 041 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_orange_seeds.png]] || No || No || No || Yes || No || 108 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter vetch]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_vetch_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 016 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blackberry_seeds_sprite.png]] || No || No || Yes || No || No || 089 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blade_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 147 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloated tuber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bloated_tuber_seeds_sprite.png]] || No || No || Yes || No || No || 139 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blood_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 018 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blueberry_seeds_sprite.png]] || No || No || Yes || No || No || 088 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Broad bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:broad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 039 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckwheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:buckwheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 007 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cabbage_seeds_sprite.png]] || No || No || Yes || No || No || 042 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacao tree|Cacao]] beans || style=&amp;quot;text-align:center;&amp;quot; | [[File:cacao_seeds.png]] || No || Yes || No || No || No || 157 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Candlenut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:candlenut_sprite.png]] || No || Yes || No || Yes || No || 155 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Caper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:caper_seeds_sprite.png]] || No || No || Yes || No || No || 043 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Carambola]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:carambola_seeds.png]] || No || No || No || Yes || No || 094 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot|Carrot]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:wild_carrot_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 044 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cashew]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:cashew_seeds.png]] || No || No || No || Yes || No|| 095 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cassava]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cassava_seeds_sprite.png]] || No || No || Yes || No || No || 045 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cave_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 135 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Celery]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:celery_seeds_sprite.png]] || No || No || Yes || No || No || 046 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cherry]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:cherry_seeds.png]] || No || No || No || Yes || No || 123 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Chestnut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:chestnut_sprite.png]] || Yes || Yes || No || Yes || No || 154 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chickpea]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:chickpea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 047 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chicory]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:chicory_seeds_sprite.png]] || No || No || Yes || No || No || 048 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Citron]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:citron_seeds.png]] || No || No || No || Yes || No || 106 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]] beans || style=&amp;quot;text-align:center;&amp;quot; | [[File:coffee_seeds.png]] || No || No || No || No || No || 096 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cotton_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 031 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cowpea]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:cowpea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 049 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cranberry_seeds_sprite.png]] || No || No || Yes || No || No || 086 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cucumber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cucumber_seeds_sprite.png]] || No || No || Yes || No || No || 050 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Custard-apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:custard_apple_seeds.png]] || No || No || No || Yes || No || 113 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Date palm]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:date_palm_seeds.png]] || No || No || No || Yes || No || 114 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_lime_seeds.png]] || No || No || No || Yes || No || 111 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:dimple_cup_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 146 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Durian]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:durian_seeds.png]] || No || Yes || No || Yes || No || 097 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:eggplant_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 051 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant-head amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:elephant_head_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 021 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:finger_lime_seeds.png]] || No || No || No || Yes || No || 109 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:finger_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 024 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:fisher_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 144 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:flax_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes|| 028 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fonio]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:fonio_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 026 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Foxtail millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:foxtail_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 025 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garden cress]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garden_cress_seeds_sprite.png]] || No || No || Yes || No || No || 052 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garlic]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garlic_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 053 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:ginkgo_seeds2.png]] || Yes || Yes || No || Yes || No || 124 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:grape_seeds_sprite.png]] || No || No || Yes || No || No || 085 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Guava]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:guava_seeds.png]] || No || No || No || Yes || No || 098 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Hard wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 004 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazel]] nuts || style=&amp;quot;text-align:center;&amp;quot; | [[File:guava_seeds.png]] || Yes || Yes || No || Yes || No || 125 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hemp_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 030 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hide_root_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 148 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Horned melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:horned_melon_seeds_sprite.png]] || No || No || Yes || No || No || 054 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jute]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:jute_seeds_sprite.png]] || No || No || Yes || No || No || 029 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kaniwa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kaniwa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 015 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kenaf_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 033 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kumquat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kumquat_seeds.png]] || No || No || No || Yes || No || 112 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Leek]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:leek_seeds_sprite.png]] || No || No || Yes || No || No || 055 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lentil]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:lentil_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 056 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lesser_yam_seeds_sprite.png]] || No || No || Yes || No || No || 080 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lettuce]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lettuce_seeds_sprite.png]] || No || No || Yes || No || No || 057 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lime_seeds.png]] || No || No || No || Yes || No || 104 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Long yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:long_yam_seeds_sprite.png]] || No || No || Yes || No || No || 081 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:longland_grass_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 142 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lychee]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lychee_seeds.png]] || No || No || No || Yes || No || 115 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Macadamia]] nuts || style=&amp;quot;text-align:center;&amp;quot; | [[File:macadamia_seeds.png]] || Yes || Yes || No || Yes || No || 116 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Maize]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:maize_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 013 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mango tree|Mango]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:mango_seeds.png]] || No || No || No || Yes || No || 156 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Muck root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muck_root_seeds_sprite.png]] || No || No || Yes || No || No || 138 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mung bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:mung_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 058 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Muskmelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muskmelon_seeds_sprite.png]] || No || No || Yes || No || No || 059 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oats]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:oats_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 008 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:olive_seeds.png]] || No || No || No || Yes || No || 117 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:onion_seeds_sprite.png]] || No || No || Yes || No || No || 060 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:orange_seeds.png]] || No || No || No || Yes || No || 107 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papaya]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:papaya_seeds.png]] || No || No || No || Yes || No || 099 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papyrus sedge]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:papyrus_sedge_seeds_sprite.png]] || No || No || Yes || No || No || 034 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Paradise nut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:paradise_nut_seeds.png]] || No || No || No || Yes || No || 100 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Parsnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:parsnip_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 061 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Passion fruit]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:passion_fruit_seeds_sprite.png]] || No || No || Yes || No || No || 084 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pea]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:pea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 062 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:peach_seeds.png]] || No || No || No || Yes || No || 126 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut|Peanuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:peanut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 063 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pear_seeds.png]] || No || No || No || Yes || No || 127 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:pearl_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 022 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pecan]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:pecan_sprite.png]] || Yes || Yes || No || Yes || No || 128 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pendant amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pendant_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 017 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pepper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pepper_seeds_sprite.png]] || No || No || Yes || No || No || 064 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:persimmon_seeds.png]] || No || No || No || Yes || No || 129 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pig_tail_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 134 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pineapple_seeds_sprite.png]] || No || No || Yes || Yes || No || 091 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:plum_seeds.png]] || No || No || No || Yes || No || 130 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:plump_helmet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 133 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomegranate]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pomegranate_seeds2.png]] || No || No || No || Yes || No || 118 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomelo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pomelo_seeds.png]] || No || No || No || Yes || No || 105 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:potato_seeds_sprite.png]] || No || No || Yes || No || No || 065 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:prickle_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 140 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 019 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_yam_seeds_sprite.png]] || No || No || Yes || No || No || 082 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinoa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:quinoa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 014 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:radish_seeds_sprite.png]] || No || No || Yes || No || No || 066 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rambutan]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rambutan_seeds.png]] || No || Yes || No || Yes || No || 101 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ramie]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:ramie_seeds_sprite.png]] || No || No || Yes || No || No || 032 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:raspberry_seeds_sprite.png]] || No || No || Yes || No || No || 090 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rat_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 143 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 067 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_spinach_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 020 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rhubarb_seeds_sprite.png]] || No || No || Yes || No || No || 068 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:rice_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 012 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush|Rock nuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:quarry_bush_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 137 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rope_reed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 145 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Round lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:round_lime_seeds.png]] || No || No || No || Yes || No || 110 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rye]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rye_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 010 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sand_pear_seeds.png]] || No || No || No || Yes || No || 131 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Single-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 001 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sliver_barb_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 149 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soft wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 003 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sorghum_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 011 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soybean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:soybean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 069 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spelt]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 005 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:spinach_seeds_sprite.png]] || No || No || Yes || No || No || 070 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Squash]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:squash_seeds_sprite.png]] || No || No || Yes || No || No || 071 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Strawberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:strawberry_fruit_sprite.png]] || No || Yes || Yes || Yes || No || 141 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[String bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:string_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 038 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sun_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 150 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_pod_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 136 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_potato_seeds_sprite.png]] || No || No || Yes || No || No || 072 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Taro]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:taro_seeds_sprite.png]] || No || No || Yes || No || No || 073 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tea_sprite.png]] || No || No || No || Yes || No || 102 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Teff]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:teff_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 027 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomatillo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomatillo_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 075 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomato_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 074 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:turnip_seeds_sprite.png]] || No || No || Yes || No || No || 076 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 002 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Urad bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:urad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 077 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Walnut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:walnut_sprite.png]] || Yes || Yes || No || Yes || No || 132 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:watermelon_seeds_sprite.png]] || No || No || Yes || No || No || 078 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:whip_vine_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 151 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[White millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 023 || No &lt;br /&gt;
|-&lt;br /&gt;
|[[White yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_yam_seeds_sprite.png]] || No || No || Yes || No || No || 083 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Winter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:winter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 079 || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
Seeds are produced by [[brewing]] (at a [[still]]), [[milling]] (at a [[millstone]] or [[quern]]), [[Plant processing|processing]] (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). Note that cooking (at a [[kitchen]]) and make dye jobs (at a [[Dyer's shop]]) do *not* produce seeds. For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with millions of seeds, there is a cap of 200 seeds for each plant species and a global cap of 3000 seeds. Both of these limits can be modified in the [[Settings#Population_and_seed_capacities|settings]]. The maximum global seed cap is 30,000. Seed-producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that species. You can exceed the individual species seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below the cap. If the number of seeds in the fortress exceed the global seed cap, seeds will be deleted from the species with the highest number of seeds in stock. If two or more species are tied for the highest number of seeds, it will bounce between them, lowering the number of seeds equally until under the global seed cap and including more species as they reach equivalent stock amounts. Note that this removal may affect &amp;quot;strategic seed stockpiles&amp;quot; (i.e. seeds forbidden from use in case of typical dwarven culinary stupidity). While at the global seed cap merchants will not bring seeds in trade.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant seeds: Needs [seed name]&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the '''whole seed bag''' from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ([[File:V50_stockpile_workshop_button.png]]). Set the secondary (smaller) pile to take from anywhere and [[File:V50_stockpile_take_button.png]] give to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lenod&lt;br /&gt;
| elvish  = are&lt;br /&gt;
| goblin  = ösmosp&lt;br /&gt;
| human   = ase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves compulsively store seeds in bags.{{bug|7869}}&lt;br /&gt;
*Planted seeds removed from field by seed cap.{{bug|8107}} (Fixed in version 51.06.)&lt;br /&gt;
*Seeds carried by merchants count against fortress seed cap.{{bug|8108}} (Fixed in version 51.06: Merchants no longer bring seeds when at seed cap.)&lt;br /&gt;
*Conflict between the two seed caps can remove an entire type of seed.{{bug|8091}} (Fixed in version 51.06.)&lt;br /&gt;
&lt;br /&gt;
[[File:India_-_Varanasi_green_peas_-_2714.jpg|thumb|350px|center|Some seeds are edible, either raw or cooked.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
[[ru:Seed]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=315939</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=315939"/>
		<updated>2026-05-10T22:35:13Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added all seed/fruit/etc images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 15 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_notes|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How do I manage my seeds and crops]]?''&lt;br /&gt;
[[File:seeds_sprite_preview.png|right]]'''Seeds''' are used in [[farming]] to grow [[crop]]s - some can be used to make [[oil]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]] and [[kobold bulb]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds.&lt;br /&gt;
&lt;br /&gt;
[[Tree]] seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable. Some seeds do not have a sprite assigned to them. &lt;br /&gt;
&lt;br /&gt;
However, presently dwarves will rather starve than eat a seed raw.&lt;br /&gt;
Sadly, some seeds are completely worthless, based on them being unfarmable, inedible, and not processable. For the moment these can be dumped/sold freely.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Seed type || Graphic || Edible Raw || Cookable || Farmable || Vermin Edible || Oil Seed || Raws/Menu Order || Worthless?&lt;br /&gt;
|-&lt;br /&gt;
|[[Abaca]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:abaca_seeds.png]] || No || No || No || Yes || No || 092 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:acacia_seeds.png]] || No || Yes || No || Yes || No || 153 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak|Acorns]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:oak_sprite.png]] || Yes || Yes || No || Yes || No || 152 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Alfalfa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:alfalfa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 009 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:almond_sprite.png]] || Yes || Yes || No || Yes || No || 119 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:apple_seeds.png]] || No || No || No || Yes || No || 120 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:abaca_seeds.png]] || No || No || No || Yes || No || 121 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Artichoke]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:artichoke_seeds_sprite.png]] || No || No || Yes || Yes || No || 035 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Asparagus]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:asparagus_seeds_sprite.png]] || No || No || Yes || Yes || No || 036 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:avocado_seeds_sprite.png]] || No || No || No || Yes || No || 103 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Bambara groundnut]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:bambara_groundnut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 037 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Banana]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:banana_seeds.png]] || No || No || No || Yes || No || 093 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Barley]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 006 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bayberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bayberry_seeds.png]] || No || No || No || Yes || No || 122 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Beet]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:beet_seeds_sprite.png]] || No || No || Yes || No || No || 040 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bilberry_seeds_sprite.png]] || No || No || Yes || No || No || 087 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 041 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_melon_seeds_sprite.png]] || No || No || No || Yes || No || 108 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter vetch]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_vetch_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 016 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blackberry_seeds_sprite.png]] || No || No || Yes || No || No || 089 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blade_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 147 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloated tuber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bloated_tuber_seeds_sprite.png]] || No || No || Yes || No || No || 139 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blood_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 018 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blueberry_seeds_sprite.png]] || No || No || Yes || No || No || 088 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Broad bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:broad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 039 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckwheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:buckwheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 007 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cabbage_seeds_sprite.png]] || No || No || Yes || No || No || 042 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacao tree|Cacao]] beans || style=&amp;quot;text-align:center;&amp;quot; | [[File:cacao_seeds.png]] || No || Yes || No || No || No || 157 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Candlenut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:candlenut_sprite.png]] || No || Yes || No || Yes || No || 155 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Caper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:caper_seeds_sprite.png]] || No || No || Yes || No || No || 043 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Carambola]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:carambola_seeds.png]] || No || No || No || Yes || No || 094 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot|Carrot]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:wild_carrot_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 044 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cashew]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:cashew_seeds.png]] || No || No || No || Yes || No|| 095 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cassava]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cassava_seeds_sprite.png]] || No || No || Yes || No || No || 045 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cave_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 135 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Celery]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:celery_seeds_sprite.png]] || No || No || Yes || No || No || 046 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cherry]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:cherry_seeds.png]] || No || No || No || Yes || No || 123 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Chestnut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:chestnut_sprite.png]] || Yes || Yes || No || Yes || No || 154 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chickpea]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:chickpea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 047 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chicory]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:chicory_seeds_sprite.png]] || No || No || Yes || No || No || 048 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Citron]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:citron_seeds.png]] || No || No || No || Yes || No || 106 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]] beans || style=&amp;quot;text-align:center;&amp;quot; | [[File:coffee_seeds.png]] || No || No || No || No || No || 096 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cotton_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 031 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cowpea]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:cowpea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 049 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cranberry_seeds_sprite.png]] || No || No || Yes || No || No || 086 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cucumber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cucumber_seeds_sprite.png]] || No || No || Yes || No || No || 050 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Custard-apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:custard_apple_seeds.png]] || No || No || No || Yes || No || 113 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Date palm]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:date_palm_seeds.png]] || No || No || No || Yes || No || 114 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:desert_lime_seeds.png]] || No || No || No || Yes || No || 111 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:dimple_cup_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 146 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Durian]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:durian_seeds.png]] || No || Yes || No || Yes || No || 097 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:eggplant_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 051 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant-head amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:elephant_head_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 021 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:finger_lime_seeds.png]] || No || No || No || Yes || No || 109 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:finger_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 024 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:fisher_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 144 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:flax_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes|| 028 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fonio]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:fonio_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 026 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Foxtail millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:foxtail_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 025 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garden cress]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garden_cress_seeds_sprite.png]] || No || No || Yes || No || No || 052 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garlic]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garlic_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 053 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:ginkgo_seeds2.png]] || Yes || Yes || No || Yes || No || 124 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:grape_seeds_sprite.png]] || No || No || Yes || No || No || 085 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Guava]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:guava_seeds.png]] || No || No || No || Yes || No || 098 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Hard wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 004 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazel]] nuts || style=&amp;quot;text-align:center;&amp;quot; | [[File:guava_seeds.png]] || Yes || Yes || No || Yes || No || 125 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hemp_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 030 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hide_root_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 148 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Horned melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:horned_melon_seeds_sprite.png]] || No || No || Yes || No || No || 054 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jute]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:jute_seeds_sprite.png]] || No || No || Yes || No || No || 029 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kaniwa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kaniwa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 015 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kenaf_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 033 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kumquat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kumquat_seeds.png]] || No || No || No || Yes || No || 112 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Leek]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:leek_seeds_sprite.png]] || No || No || Yes || No || No || 055 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lentil]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:lentil_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 056 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lesser_yam_seeds_sprite.png]] || No || No || Yes || No || No || 080 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lettuce]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lettuce_seeds_sprite.png]] || No || No || Yes || No || No || 057 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lime_seeds.png]] || No || No || No || Yes || No || 104 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Long yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:long_yam_seeds_sprite.png]] || No || No || Yes || No || No || 081 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:longland_grass_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 142 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lychee]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lychee_seeds.png]] || No || No || No || Yes || No || 115 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Macadamia]] nuts || style=&amp;quot;text-align:center;&amp;quot; | [[File:macadamia_seeds.png]] || Yes || Yes || No || Yes || No || 116 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Maize]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:maize_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 013 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mango tree|Mango]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:mango_seeds.png]] || No || No || No || Yes || No || 156 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Muck root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muck_root_seeds_sprite.png]] || No || No || Yes || No || No || 138 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mung bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:mung_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 058 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Muskmelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muskmelon_seeds_sprite.png]] || No || No || Yes || No || No || 059 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oats]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:oats_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 008 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:olive_seeds.png]] || No || No || No || Yes || No || 117 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:onion_seeds_sprite.png]] || No || No || Yes || No || No || 060 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:orange_seeds.png]] || No || No || No || Yes || No || 107 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papaya]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:papaya_seeds.png]] || No || No || No || Yes || No || 099 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papyrus sedge]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:papyrus_sedge_seeds_sprite.png]] || No || No || Yes || No || No || 034 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Paradise nut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:paradise_nut_seeds.png]] || No || No || No || Yes || No || 100 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Parsnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:parsnip_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 061 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Passion fruit]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:passion_fruit_seeds_sprite.png]] || No || No || Yes || No || No || 084 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pea]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:pea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 062 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:peach_seeds.png]] || No || No || No || Yes || No || 126 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut|Peanuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:peanut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 063 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pear_seeds.png]] || No || No || No || Yes || No || 127 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:pearl_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 022 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pecan]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:pecan_sprite.png]] || Yes || Yes || No || Yes || No || 128 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pendant amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pendant_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 017 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pepper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pepper_seeds_sprite.png]] || No || No || Yes || No || No || 064 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:persimmon_seeds.png]] || No || No || No || Yes || No || 129 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pig_tail_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 134 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pineapple_seeds_sprite.png]] || No || No || Yes || Yes || No || 091 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]] pits || style=&amp;quot;text-align:center;&amp;quot; | [[File:plum_seeds.png]] || No || No || No || Yes || No || 130 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:plump_helmet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 133 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomegranate]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pomegranate_seeds2.png]] || No || No || No || Yes || No || 118 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomelo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pomelo_seeds.png]] || No || No || No || Yes || No || 105 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:potato_seeds_sprite.png]] || No || No || Yes || No || No || 065 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:prickle_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 140 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 019 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_yam_seeds_sprite.png]] || No || No || Yes || No || No || 082 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinoa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:quinoa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 014 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:radish_seeds_sprite.png]] || No || No || Yes || No || No || 066 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rambutan]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rambutan_seeds.png]] || No || Yes || No || Yes || No || 101 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ramie]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:ramie_seeds_sprite.png]] || No || No || Yes || No || No || 032 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:raspberry_seeds_sprite.png]] || No || No || Yes || No || No || 090 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rat_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 143 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 067 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_spinach_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 020 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rhubarb_seeds_sprite.png]] || No || No || Yes || No || No || 068 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:rice_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 012 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush|Rock nuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:quarry_bush_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 137 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rope_reed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 145 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Round lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:round_lime_seeds.png]] || No || No || No || Yes || No || 110 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rye]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rye_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 010 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sand_pear_seeds.png]] || No || No || No || Yes || No || 131 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Single-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 001 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sliver_barb_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 149 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soft wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 003 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sorghum_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 011 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soybean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:soybean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 069 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spelt]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 005 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:spinach_seeds_sprite.png]] || No || No || Yes || No || No || 070 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Squash]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:squash_seeds_sprite.png]] || No || No || Yes || No || No || 071 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Strawberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:strawberry_fruit_sprite.png]] || No || Yes || Yes || Yes || No || 141 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[String bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:string_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 038 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sun_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 150 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_pod_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 136 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_potato_seeds_sprite.png]] || No || No || Yes || No || No || 072 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Taro]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:taro_seeds_sprite.png]] || No || No || Yes || No || No || 073 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tea_sprite.png]] || No || No || No || Yes || No || 102 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Teff]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:teff_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 027 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomatillo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomatillo_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 075 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomato_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 074 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:turnip_seeds_sprite.png]] || No || No || Yes || No || No || 076 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 002 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Urad bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:urad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 077 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Walnut]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:walnut_sprite.png]] || Yes || Yes || No || Yes || No || 132 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:watermelon_seeds_sprite.png]] || No || No || Yes || No || No || 078 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:whip_vine_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 151 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[White millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 023 || No &lt;br /&gt;
|-&lt;br /&gt;
|[[White yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_yam_seeds_sprite.png]] || No || No || Yes || No || No || 083 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Winter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:winter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 079 || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
Seeds are produced by [[brewing]] (at a [[still]]), [[milling]] (at a [[millstone]] or [[quern]]), [[Plant processing|processing]] (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). Note that cooking (at a [[kitchen]]) and make dye jobs (at a [[Dyer's shop]]) do *not* produce seeds. For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with millions of seeds, there is a cap of 200 seeds for each plant species and a global cap of 3000 seeds. Both of these limits can be modified in the [[Settings#Population_and_seed_capacities|settings]]. The maximum global seed cap is 30,000. Seed-producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that species. You can exceed the individual species seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below the cap. If the number of seeds in the fortress exceed the global seed cap, seeds will be deleted from the species with the highest number of seeds in stock. If two or more species are tied for the highest number of seeds, it will bounce between them, lowering the number of seeds equally until under the global seed cap and including more species as they reach equivalent stock amounts. Note that this removal may affect &amp;quot;strategic seed stockpiles&amp;quot; (i.e. seeds forbidden from use in case of typical dwarven culinary stupidity). While at the global seed cap merchants will not bring seeds in trade.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant seeds: Needs [seed name]&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the '''whole seed bag''' from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ([[File:V50_stockpile_workshop_button.png]]). Set the secondary (smaller) pile to take from anywhere and [[File:V50_stockpile_take_button.png]] give to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lenod&lt;br /&gt;
| elvish  = are&lt;br /&gt;
| goblin  = ösmosp&lt;br /&gt;
| human   = ase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves compulsively store seeds in bags.{{bug|7869}}&lt;br /&gt;
*Planted seeds removed from field by seed cap.{{bug|8107}} (Fixed in version 51.06.)&lt;br /&gt;
*Seeds carried by merchants count against fortress seed cap.{{bug|8108}} (Fixed in version 51.06: Merchants no longer bring seeds when at seed cap.)&lt;br /&gt;
*Conflict between the two seed caps can remove an entire type of seed.{{bug|8091}} (Fixed in version 51.06.)&lt;br /&gt;
&lt;br /&gt;
[[File:India_-_Varanasi_green_peas_-_2714.jpg|thumb|350px|center|Some seeds are edible, either raw or cooked.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
[[ru:Seed]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Oak_sprite.png&amp;diff=315938</id>
		<title>File:Oak sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Oak_sprite.png&amp;diff=315938"/>
		<updated>2026-05-10T21:56:10Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy moved page File:Oak sprite.png to File:Acorn sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Acorn sprite.png]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Acorn_sprite.png&amp;diff=315937</id>
		<title>File:Acorn sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Acorn_sprite.png&amp;diff=315937"/>
		<updated>2026-05-10T21:56:10Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy moved page File:Oak sprite.png to File:Acorn sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=315933</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=315933"/>
		<updated>2026-05-10T17:25:37Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:tree_z_levels_v50.gif|thumb|225px|right|Ascending z-levels of a [[pear|pear tree]].]]&lt;br /&gt;
'''Trees''' are multi-[[tile]] [[plant]]s, that can be found aboveground on all but the most dry or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in ''Dwarf Fortress'' also covers things that are not actually trees, such as cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the [[embark]] site is determined by its [[biome]], so it is displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at embark.&lt;br /&gt;
&lt;br /&gt;
Cutting down trees is not allowed in the [[object testing arena]], as attempting to do so will produce the message {{DFtext|You cannot fell trees in the arena.|6:1}}&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[apricot]] tree. ASCII mode.]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system can vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown colour as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one (such as palm trees).&lt;br /&gt;
&lt;br /&gt;
The dug-away roots of a tree can spawn twigs and fruits of the tree around them, if there is space and grass/cave moss there. This means you can, in principle, access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.  There are exceptions to the description above - [[Desert]] [[saguaro]]es don't have any leafy branches or twigs, just a trunk and thick branches. Nor do mushroom cap trees that grow in the caverns underground have branches - instead, they have a '''cap''' consisting of ramps that can be walked upon.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking - twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles, except trunk tips, are treated as solid barriers that can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing, or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide, in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while, as trees continue to grow, to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress, it makes it easier to route incoming caravans down certain pre-selected well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
A tree's branches and leaves will result in the tiles below them being considered &amp;quot;inside&amp;quot;, leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree (ASCII mode)&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and examining the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it is possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to - any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them. The quality of the [[Battle axe|axe]] determines how fast trees can be cut down.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these &amp;quot;guest entrances&amp;quot;. Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
=== Objects and tiles in trees ===&lt;br /&gt;
&lt;br /&gt;
Some trees have been found to have objects or tiles contained within the branches - cutting down these trees can be hazardous to your dwarves.  You can check all the z-levels of every tree you wish to cut, or just take the risk and experience occasional fun!&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.  The following trees produce usable fruit in vanilla: apple, apricot, avocado, banana, bayberry, bitter orange, carambola, cashew, cherry, citron, coconut palm, coffee, custard-apple, date palm, desert lime, durian, finger lime, guava, kumquat, lime, lychee, mango, olive, orange, papaya, paradise nut, peach, pear, persimmon, plum, pomegranate, pomelo, rambutan, round lime, saguaro, and sand pear. Not all of these can be brewed; see [[alcohol]] for a list of brewable fruit.&lt;br /&gt;
&lt;br /&gt;
Instead of fruit, some trees will produce nuts, which are actually seeds - since tree seeds currently can't be planted, feel free to allow cooking of these. The nut-producing trees in vanilla are: [[almond]], [[candlenut]], [[chestnut]], [[hazel]], [[macadamia]], [[oak]], [[pecan]], and [[walnut]].&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
[[File:sapling_preview.png|right]]Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Saplings can be killed by heavy [[traffic|foot traffic]] and removed by building a road on them, but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil one z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot; [http://www.bay12games.com/dwarves/dev.html as of yet]; even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-wide hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when the tree grows, it may spread (fruit-bearing) branches there.&lt;br /&gt;
&lt;br /&gt;
== Growth rate &amp;amp; wood yield ==&lt;br /&gt;
From the time a sapling appears, it takes about three and a half ''months'' for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three, or avoid growing branches at all initially.&lt;br /&gt;
&lt;br /&gt;
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each &amp;quot;tree trunk&amp;quot; tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}&lt;br /&gt;
&lt;br /&gt;
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.&lt;br /&gt;
&lt;br /&gt;
Palm trees don't obscure other ones with their canopies, so should be cut when wood is needed, or when they reach their maximum height of 9.&lt;br /&gt;
&lt;br /&gt;
== Aboveground trees ==&lt;br /&gt;
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:abaca_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Abaca_sapling.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:abaca_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:abaca_flower.png]] flower&lt;br /&gt;
  |grow3=[[File:abaca_seeds.png]] seeds&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Acacia_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:acacia_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:acacia_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:acacia_pod.png]] seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:avocado_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Avocado_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:avocado_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:avocado_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} \ [[File:avocado_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:avocado_seeds_sprite.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:banana_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Banana_sapling.png]]&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:banana_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} \ [[File:banana_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:banana_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:banana_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Coffee_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:bitter_orange_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:bitter_orange_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:bitter_orange_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:bitter_orange_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Apple_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cacao_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:cacao_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} \ [[File:cacao_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cacao_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:candlenut_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Candlenut_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:candlenut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:candlenut_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:candlenut_sprite.png]] nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Carambola_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:carambola_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} \ [[File:carambola_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:carambola_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:carambola_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:cashew_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Cashew_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:cashew_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:cashew_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:cashew_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cashew_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Citron_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:citron_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:citron_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:citron_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:citron_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Palm_sapling.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:coconut_palm_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} \ [[File:coconut_palm_spathe.png]] spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:palm_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Coffee_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:coffee_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:coffee_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:coffee_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:coffee_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Custard_apple_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:custard_apple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:custard_apple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:custard_apple_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:custard_apple_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Date_palm_sapling.png]]&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:date_palm_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:date_palm_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} \ [[File:date_palm_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:date_palm_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Desert_lime_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:desert_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:desert_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:desert_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:desert_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Durian_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:durian_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} \ [[File:durian_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:durian_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:durian_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Finger_lime_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:finger_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:finger_lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:finger_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:finger_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Guava_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:guava_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:guava_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:guava_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:guava_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Kapok_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kapok_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kapok_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} \ [[File:kapok_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Kumquat_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:kumquat_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:kumquat_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:kumquat_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:kumquat_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Lime_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:lime_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:lychee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Lychee_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:lychee_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:lychee_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} \ [[File:lychee_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:lychee_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Macadamia_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:macadamia_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:macadamia_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:macadamia_sprite.png]] nut&lt;br /&gt;
  |grow4=[[File:macadamia_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mahogany_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Mahogany_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mahogany_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} \ [[File:mahogany_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:mahogany_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Mango_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mango_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:mango_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} \ [[File:mango_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:mango_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Olive_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:olive_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:olive_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} \ [[File:olive_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:olive_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:orange_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Orange_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:orange_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:orange_leaves.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:orange_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:orange_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:papaya_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Papaya_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:papaya_leaves.png|21px]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:papaya_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} \ [[File:papaya_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:papaya_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Paradise_nut_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:paradise_nut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} \ [[File:paradise_nut_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:paradise_nut_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:paradise_nut_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomelo_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Pomelo_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:pomelo_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:pomelo_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:pomelo_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pomelo_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:rambutan_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Rambutan_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:rambutan_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:rambutan_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:rambutan_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:rambutan_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Round_lime_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:round_lime_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:round_lime_flowers.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:round_lime_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:round_lime_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:carambola_trunk_sprite.png]] &lt;br /&gt;
  |sapling=[[File:Rubber_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:rubber_leaves.png]] leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Tea_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:tea_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:tea_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:tea_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:tea_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Pomegranate_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:pomegranate_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} \ [[File:pomegranate_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:pomegranate_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pomegranate_seeds2.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:mangrove_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Mangrove_sapling.png]]&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:mangrove_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:mangrove_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} \ [[File:mangrove_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Cedar_sapling.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:cedar_leaves.png]] scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:cedar_seed_cone.png]] seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} \ [[File:cedar_pollen_cone.png]] pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:feather_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Feather_sapling.png]]&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} \ [[File:feathers_sprite.png]] down&lt;br /&gt;
  |grow2={{tile|%|7:1}} \ [[File:feather_eggs_sprite.png]] egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |graphic=[[File:glumprong_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Glumprong_sapling.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:highwood_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} \ [[File:highwood_flower.png]] flower&lt;br /&gt;
  |graphic=[[File:highwood_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Highwood_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |graphic=[[File:saguaro_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Saguaro_sapling.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} \ [[File:saguaro_flower.png]] flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} \ [[File:saguaro_sprite.png]] fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:willow_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} \ [[File:willow_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} \ [[File:willow_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} \ [[File:willow_fruit.png]] fruit&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Willow_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Alder_sapling.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}}  \ [[File:alder_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} \ [[File:alder_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:alder_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} \ [[File:alder_cone.png]] cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=Seed|super=4||cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:almond_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:almond_flower2.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:almond_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:almond_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Almond_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:apple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:apple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} \ [[File:apple_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:apple_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:apple_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Apple_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:apricot_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:apricot_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:apricot_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:apricot_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:paradise_nut_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Apricot_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:ash_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:ash_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:ash_sprite.png]] fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Ash_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |graphic=[[File:birch_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Birch_sapling.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:birch_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:birch_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:birch_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4=[[File:birch_seeds.png]] seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:cherry_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:cherry_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:cherry_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:cherry_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:cherry_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Cherry_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:chestnut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} \ [[File:chestnut_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} \ [[File:chestnut_seed_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} \ [[File:chestnut_burr.png]] burr&lt;br /&gt;
  |graphic=[[File:chestnut_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Chestnut_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}} \ [[File:ginkgo_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:ginkgo_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} \ [[File:ginkgo_seeds2.png]] seed&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Ginkgo_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:hazel_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} \ [[File:hazel_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:hazel_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:coffee_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Hazel_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:maple_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} \ [[File:maple_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:maple_fruit.png]] fruit&lt;br /&gt;
  |graphic=[[File:maple_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Maple_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:oak_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} \ [[File:oak_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} \ [[File:oak_sprite.png]] acorn&lt;br /&gt;
  |graphic=[[File:oak_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Oak_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:peach_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} \ [[File:peach_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:peach_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:peach_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Peach_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:pear_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:pear_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} \ [[File:pear_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:pear_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Pear_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:pecan_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} \ [[File:pecan_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:pecan_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:pomegranate_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Pecan_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:persimmon_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:persimmon_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} \ [[File:persimmon_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:persimmon_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:guava_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Persimmon_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:plum_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:plum_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} \ [[File:plum_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:plum_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Plum_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:sand_pear_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} \ [[File:sand_pear_flower.png]] flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} \ [[File:sand_pear_sprite.png]] fruit&lt;br /&gt;
  |grow4=[[File:sand_pear_seeds.png]] seed&lt;br /&gt;
  |graphic=[[File:pear_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Sand_pear_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} \ [[File:walnut_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:walnut_pollen_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} \ [[File:walnut_flower.png]] flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} \ [[File:walnut_sprite.png]] nut&lt;br /&gt;
  |graphic=[[File:peach_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Walnut_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} \ [[File:bayberry_leaves.png]] leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:bayberry_both_catkin.png]] pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} \ [[File:bayberry_both_catkin.png]] seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} \ [[File:bayberry_sprite.png]] fruit&lt;br /&gt;
  |graphic=[[File:macadamia_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Bayberry_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}} \ [[File:larch_needle.png]] needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:larch_seed_cone.png]] seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} \ [[File:larch_pollen_cone.png]] pollen cone&lt;br /&gt;
  |graphic=[[File:larch_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Larch_sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:pine_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Pine_sapling.png]]&lt;br /&gt;
  |grow1={{tile|*|2:0}} \ [[File:pine_leaves.png]] needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} \ [[File:pine_seed_cone.png]] seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} \ [[File:pine_pollen_catkin.png]] pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These trees' only edible raw product is seed, which dwarves will not currently eat raw despite the tag.&lt;br /&gt;
&lt;br /&gt;
== Underground trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees that can grow in subterranean caverns. None of them produce growths.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |graphic=[[File:fungiwood_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Fungiwood sapling.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tower-cap_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Tower-cap sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:black-cap_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Black-cap sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:goblin-cap_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Goblin-cap sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:spore_tree_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Spore tree sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:tunnel_tube_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Tunnel tube sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |graphic=[[File:blood_thorn_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Blood thorn sapling.png]]&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:nether-cap_trunk_sprite.png]]&lt;br /&gt;
  |sapling=[[File:Nether-cap sapling.png]]&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} &lt;br /&gt;
* Trees not yielding wood will not be generated. {{bug|10581}}&lt;br /&gt;
* Some underground trees will only give one log.  {{bug|7313}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down, so the player should check higher z-levels above the wagon once the playing area is generated, and immediately cut down any trees animals are stuck in.&lt;br /&gt;
{{Plants|cat=nocat}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees| }}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=315932</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=315932"/>
		<updated>2026-05-10T17:04:15Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| graphic    = [[File:woodcutter_sprite_preview.png]]&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must be selected in the '''Woodcutters''' [[work detail]] in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], because, like mining it requires a tool to be equipped, and thus has a uniform attached to it.&lt;br /&gt;
&lt;br /&gt;
Most dwarves get a happy [[thought]] from felling a tree, but not all, and some even feel unhappy about it; depending on how much they [[Personality value#NATURE|value nature]]. You can check the thoughts of a woodcutter immediately after a tree was felled, and remove the worker from this type of work if they are not &amp;quot;satisfied felling a tree&amp;quot;. This is a bit of micromanagement, but few fortresses can afford wasting possible good thoughts.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter in the appropriate work detail. Graphically, any individual assigned as a woodcutter will be wearing a yellow tunic. Cutting down trees is not allowed in the [[object testing arena]], as attempting to do so will produce the message {{DFtext|You cannot fell trees in the arena.|6:1}}&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. (Specifically, designating any of the trunk tiles of a tree will do.)&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Set tree chopping orders&amp;quot; (in the bottom bar, or press {{Menu icon|l}}).&lt;br /&gt;
# Click on the starting point (one corner of the desired triangle).&lt;br /&gt;
# Click (again) on the opposite corner of the desired rectangle to be cut. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the keyboard cursor if enabled.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting work detail enabled, and an axe equipped, will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are not treated as falling objects--they cannot hurt any creatures they land on--but any objects previously sitting upon the tree (e.g. logs from previously felled trees, bolts, corpses, etc.) will fall with standard ''Dwarf Fortress'' lethality.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped edged [[axe]] to chop down trees. If a dwarf has the Wood Cutting work detail enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe {{Verify|how does this apply for the new work detail system?}}.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; dwarves use standard [[battle axe]]s. Creatures large enough to wield [[great axe]]s and [[halberd]]s can use them for woodcutting as well; however, due to {{bugl|5812}}, no dwarf can equip either weapon. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe. However, wood cutters will no longer use axes without edges, such as wooden [[training weapon|training axe]]s.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labor{{bug|1451}}.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Any part of the tree's &amp;quot;trunk&amp;quot; can be cut to bring the entire tree down. There is no &amp;quot;pruning&amp;quot; of tree limbs in ''Dwarf Fortress''.&lt;br /&gt;
** If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the &amp;quot;ground-level&amp;quot; trunk will not also be designated, and the tree will not be cut down unless that higher-level branch can be accessed.&lt;br /&gt;
* Felled trees fall safely, but any objects that were previously supported by the tree will fall downward, with standard ''Dwarf Fortress'' lethality. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
** Sometimes dwarves or livestock can get stuck in trees.  Cutting down the tree in this case is generally a bad idea, since the creature will take a lot of damage on impact with the ground.  Build a staircase up to the branches and try to coax the creature out first.&lt;br /&gt;
* If the tile in the z-level under the tree's trunk is mined out first, cutting the tree down will remove the ground (floor) tile, creating a hole.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry possible in a well-forested [[biome]], if not always infinitely sustainable.&lt;br /&gt;
* Many products can be made with materials other than wood.  Wood cutting is a skill you could probably turn off and on as necessary, unless you need a continuous supply of wood for beds, charcoal, ash, or siege weapon parts and ammo.&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.  It may be helpful to assign woodcutters a [[war animal]] or other work animal.&lt;br /&gt;
* [[Herbalist]]s can gather fruit and nuts from a lot of trees.  [[Stepladder]]s aid this process. However, clear-cutting a large area will lower your food production if you rely a lot on herbalists.  Underground &amp;quot;trees&amp;quot; (being the current in-game model for fungi) do not produce fruit.&lt;br /&gt;
* Wood production can be sped up if the woodcutters are excluded from a [[haul|wood hauling]] work detail, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==== Woodcutting and the military: ====&lt;br /&gt;
There are several quirks, tricks and outright bugs found in the area overlapping woodcutters and axedwarves...&lt;br /&gt;
&lt;br /&gt;
* Due to a bug, the wood cutting labor conflicts with military uniforms. A military dwarf with wood cutting enabled will drop his uniform when transitioning to civilian duty. To avoid problems it is recommended you keep your military and wood cutters separate.&lt;br /&gt;
* If you remove the woodcutting labor of your only woodcutter, his axe may be taken by the military, as well as all axes made subsequently. If you then assign the woodcutting labor to other dwarves, they will do nothing, as they cannot equip axes. To solve this, disband your military temporarily; the woodcutters will pick up axes, and you can then re-make your military squads.&lt;br /&gt;
* There is bug where, if you had an axedwarf in the military, and then remove them from their squad, no other dwarf will pick up that axe for woodcutting. Go to your {{menu icon|q}} squads menu and disband that squad - that will free up the axe(s) for woodcutting duty. &lt;br /&gt;
* Again - it's best if you can keep your woodcutters/woodcutting axes separate from your axedwarves/military axes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka: dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding goblins, as their cacophonous singing leads the goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular dwarven pastime, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;br /&gt;
&lt;br /&gt;
Despite rumors, no [[giant]] has become a lumberjack. Much less one named Paul.&lt;br /&gt;
&lt;br /&gt;
If your starting dwarves have forgotten to bring anything to chop wood, search your inventory or fortress guests for a musical instrument with a hollow wooden body, wooden neck, and metal strings.&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[ru:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=No_Stun&amp;diff=315904</id>
		<title>No Stun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=No_Stun&amp;diff=315904"/>
		<updated>2026-05-04T10:05:58Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Creature]]s with the '''{{token|NOSTUN}}''' [[creature token#N|creature token]] cannot be [[Status icon|stunned]]. These creatures can [[gravity|fall]] multiple [[z-level]]s, suffer great [[Symptom#Pain|pain]], or be injected with stunning [[venom]] without the momentary vulnerability of becoming stunned. Creatures with this token will attack relentlessly in combat until they are killed. Luckily creatures with this token are rare.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this protection does not extend to large [[web]]s; webbed creatures will still pause and trigger any [[trap]]s in their current tile.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Creatures who cannot be stunned==&lt;br /&gt;
&lt;br /&gt;
The following creatures possess the {{token|NOSTUN}} token.&lt;br /&gt;
&lt;br /&gt;
*[[Amethyst man|Amethyst men]]&lt;br /&gt;
*[[Angel]]s&lt;br /&gt;
*[[Bark scorpion]]s&lt;br /&gt;
**[[Bark scorpion man|Bark scorpion men]]&lt;br /&gt;
**[[Giant bark scorpion]]s&lt;br /&gt;
*[[Blood man|Blood men]]&lt;br /&gt;
*[[Bogeyman|Bogeymen]]&lt;br /&gt;
*[[Bronze colossus]]es&lt;br /&gt;
*[[Brown recluse spider]]s&lt;br /&gt;
**[[Brown recluse spider man|Brown recluse spider men]]&lt;br /&gt;
**[[Giant brown recluse spider]]s&lt;br /&gt;
*[[Cave blob]]s&lt;br /&gt;
*[[Cave floater]]s&lt;br /&gt;
*[[Cave spider]]s&lt;br /&gt;
**[[Giant cave spider]]s&lt;br /&gt;
*[[Demon]]s&lt;br /&gt;
*[[Ettin]]s&lt;br /&gt;
*[[Experiment]]s&lt;br /&gt;
*[[Fire man|Fire men]]&lt;br /&gt;
*[[Flesh ball]]s&lt;br /&gt;
*[[Floating guts]]&lt;br /&gt;
*[[Forgotten beast]]s&lt;br /&gt;
*[[Gabbro man|Gabbro men]]&lt;br /&gt;
*[[Grimeling]]s&lt;br /&gt;
*[[Hydra]]s&lt;br /&gt;
*[[Infected ghoul]]s&lt;br /&gt;
*[[Iron man|Iron men]]&lt;br /&gt;
*[[Jumping spider]]s&lt;br /&gt;
**[[Jumping spider man|Jumping spider men]]&lt;br /&gt;
**[[Giant jumping spider]]s&lt;br /&gt;
*[[Magma man|Magma men]]&lt;br /&gt;
*[[Mud man|Mud men]]&lt;br /&gt;
*[[Mummy|Mummies]]&lt;br /&gt;
*[[Nightmare]]s&lt;br /&gt;
*[[Night troll]]s&lt;br /&gt;
*[[Nightwing]]s&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Titan]]s&lt;br /&gt;
*[[Vampire]]s&lt;br /&gt;
*[[Werebeast]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:No Stun]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Great_pick&amp;diff=315769</id>
		<title>Great pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Great_pick&amp;diff=315769"/>
		<updated>2026-04-08T14:17:28Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:great_pick_preview.png|right]]A '''great pick''' is an alternative to [[pick]]s sized for large creatures. [[Troll]], [[ogre]], and [[blind cave ogre]] [[miner]]s from dark [[goblin]] [[Dark pits|pits]] can arrive in [[siege]]s wielding this [[weapon]].&lt;br /&gt;
&lt;br /&gt;
A great pick is eight times the [[Weapon#size|size]] of a standard pick - that is, it has the same internal [[Attack types|attack properties]], but hits with more force due to its size. A creature must be at least 225,000 cm³ to wield it, with [[List of creatures by adult size|some large species]] of [[animal people]] being the smallest creatures that can equip it in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
When [[Melt item|melted]] down, great picks produce roughly four bars of metal.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = saràm tekkud&lt;br /&gt;
| elvish  = apaca mubara&lt;br /&gt;
| goblin  = snuz otez&lt;br /&gt;
| human   = umon tekud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Great_pick&amp;diff=315762</id>
		<title>Great pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Great_pick&amp;diff=315762"/>
		<updated>2026-04-05T17:46:41Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added preview image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:great_pick_preview.png|right]]A '''great pick''' is an alternative to [[pick]]s sized for large creatures. [[Troll]], [[ogre]], and [[blind cave ogre]] [[miner]]s from dark [[goblin]] [[Dark pits|pits]] can arrive in [[siege]]s wielding this [[weapon]].&lt;br /&gt;
&lt;br /&gt;
A great pick is eight times the [[Weapon#size|size]] of a standard pick - that is, it has the same internal [[Attack types|attack properties]], but hits with more force due to its size. A creature must be at least 225,000 cm³ to wield it, with [[List of creatures by adult size|some large species]] of [[animal people]] being the smallest creatures that can equip it in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
When [[Melt item|melted]] down, great picks produce roughly four bars of metal.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = saràm tekkud&lt;br /&gt;
| elvish  = apaca mubara&lt;br /&gt;
| goblin  = snuz otez&lt;br /&gt;
| human   = umon tekud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Great_pick_preview.png&amp;diff=315761</id>
		<title>File:Great pick preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Great_pick_preview.png&amp;diff=315761"/>
		<updated>2026-04-05T17:46:07Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=315542</id>
		<title>Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=315542"/>
		<updated>2026-03-17T22:00:32Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Fixed image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dogs_sprite_set.png&lt;br /&gt;
|portrait=dog_portrait_anim.gif&lt;br /&gt;
|bone=4-11&lt;br /&gt;
|meat=6-13&lt;br /&gt;
|fat=6-13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are common [[domestic animal]]s that can be [[animal trainer|trained]] to assist your dwarves in [[combat]] or [[hunting]] as either war dogs or hunting dogs. Like all tame animals, they can serve as an [[butcher|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skull]]s. Dogs do not require any food.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] dogs for their ''loyalty''.&lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
{{imagefix|[[File:dog_sprite.png|left]]|7}}Dogs left to their own devices will wander around, spending most of their time in [[Meeting hall|meeting areas]], and attacking any [[invader|hostiles]] they see.&lt;br /&gt;
&lt;br /&gt;
Newborn dogs will reach a size of 12,500 cm³ after one year, and 30,000 cm³ after two years. [[cat|Cats]] have a similar growth curve, and also require no food, however fully-grown dogs are six times larger than cats and will not adopt dwarves on their own, making them more suitable as livestock.&lt;br /&gt;
&lt;br /&gt;
As with any friendly creature, dogs can spot [[Ambush|ambusher]]s and thieves. You can assign dogs to [[restraint]]s to act as guard dogs. Guard dogs work particularly well when placed behind a hall of [[trap]]s or other siege-breaking devices. The traps will prevent aggressive invaders from harming the dogs, while the dogs prevent thieves from sneaking past the traps into the base. (Ideally, the dogs should be out of view of the trap corridor to prevent injury from ranged weapons.) Hunting dogs may be particularly well-suited to guard duty because of their improved [[observer]] skills.&lt;br /&gt;
&lt;br /&gt;
You can assign a war or hunting dog to a dwarf via their preferences menu ({{K|v}}, select dwarf, {{K|p}}, {{K|a}}) to help them in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
&lt;br /&gt;
Once a dog is assigned to a dwarf, it cannot be unassigned nor placed in a [[cage]]. A workaround for this is to train the dog with the dwarf you want the dog to follow. Unassigned war dogs and hunting dogs follow the dwarf who trained them, but can still be caged. If you use one or two dedicated animal trainers to train dogs, you may notice they will be followed by a large pack of them, along with their puppies. Assigned dogs '''can''' be [[pasture]]d; this is another option for keeping them away from danger if you have some advance warning. It's also a good idea if you decide to train the owner in a [[danger room]]. War dogs can still be slaughtered for food, even if they have sustained serious injuries.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Using a [[civilian alert]] to keep civilians away from fighting affects war dogs as well, stopping them from following your soldiers into combat.''{{bug|1058}}&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
{{imagefix|[[File:hunting_dog_sprite.png|left]]|6}}''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Main:Toady One|Toady One]], long ago &amp;lt;!-- still relevant? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War dogs ==&lt;br /&gt;
{{imagefix|[[File:war_dog_sprite.png|left]]}}Because of their training, war dogs do more damage in combat than untrained dogs.&lt;br /&gt;
&lt;br /&gt;
Against heavily [[armor]]ed and armed opponents, dogs (war or hunting) can die quite easily, but that doesn't mean they are ''useless''. Also, although a war dog is not nearly as dangerous against an armored opponent as an axe lord, they occasionally get lucky, and a pack of war dogs can be very dangerous indeed. They can also be used as walking meatshields, taking hits that would have otherwise injured your dwarves.&lt;br /&gt;
&lt;br /&gt;
For this reason, some players attach them to any permanent close-combat military, and/or to any dwarf that regularly steps outside. However, the down side to assigning them to military dwarves is that they are very likely to die, since dogs move much faster than fully-armored dwarves and thus frequently charge in unassisted. A dead pet causes a serious unhappiness spike, and [[tantrum]]s with legendary weapon skills mixed in can really maximize the [[fun]]. Fortunately they're not cats so you can make them unavailable as pets.&lt;br /&gt;
&lt;br /&gt;
For breeding purposes, female war dogs are no worse than any other animal: they can give birth to, in this case, puppies as well. Male war dogs also can play the role of their civil counterparts. You probably don't want to train the female dogs though, so you can keep them as breeding stock along with a few studs, just like you do with any other animal.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
In real life, the dog (''Canis lupus familiaris'') is recognized as a subspecies of the [[wolf]] (''Canis lupus lupus''), having undergone gradual genetic divergence from wild wolves due to domestication by humans. Human-dog companionship has existed as far back as 20,000 BC.  In ''Dwarf Fortress'', taming wolves will not, no matter how much time passes, result in dogs.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dogs sometimes won't bite, but only scratch, greatly reducing their combat effectiveness. This seems to happen against wildlife.{{bug|7541}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = idar&lt;br /&gt;
| elvish  = macetha&lt;br /&gt;
| goblin  = anot&lt;br /&gt;
| human   = sheka&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:GoldenRetrieverSnow.jpg|thumb|center|400px|Admired for its ''loyalty''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=315541</id>
		<title>Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=315541"/>
		<updated>2026-03-17T21:58:15Z</updated>

		<summary type="html">&lt;p&gt;Zippy: The undead hunting dog sprite is removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dogs_sprite_set.png&lt;br /&gt;
|portrait=dog_portrait_anim.gif&lt;br /&gt;
|bone=4-11&lt;br /&gt;
|meat=6-13&lt;br /&gt;
|fat=6-13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are common [[domestic animal]]s that can be [[animal trainer|trained]] to assist your dwarves in [[combat]] or [[hunting]] as either war dogs or hunting dogs. Like all tame animals, they can serve as an [[butcher|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skull]]s. Dogs do not require any food.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] dogs for their ''loyalty''.&lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
{{imagefix|[[File:dog_sprite.png|left]]|7}}Dogs left to their own devices will wander around, spending most of their time in [[Meeting hall|meeting areas]], and attacking any [[invader|hostiles]] they see.&lt;br /&gt;
&lt;br /&gt;
Newborn dogs will reach a size of 12,500 cm³ after one year, and 30,000 cm³ after two years. [[cat|Cats]] have a similar growth curve, and also require no food, however fully-grown dogs are six times larger than cats and will not adopt dwarves on their own, making them more suitable as livestock.&lt;br /&gt;
&lt;br /&gt;
As with any friendly creature, dogs can spot [[Ambush|ambusher]]s and thieves. You can assign dogs to [[restraint]]s to act as guard dogs. Guard dogs work particularly well when placed behind a hall of [[trap]]s or other siege-breaking devices. The traps will prevent aggressive invaders from harming the dogs, while the dogs prevent thieves from sneaking past the traps into the base. (Ideally, the dogs should be out of view of the trap corridor to prevent injury from ranged weapons.) Hunting dogs may be particularly well-suited to guard duty because of their improved [[observer]] skills.&lt;br /&gt;
&lt;br /&gt;
You can assign a war or hunting dog to a dwarf via their preferences menu ({{K|v}}, select dwarf, {{K|p}}, {{K|a}}) to help them in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
&lt;br /&gt;
Once a dog is assigned to a dwarf, it cannot be unassigned nor placed in a [[cage]]. A workaround for this is to train the dog with the dwarf you want the dog to follow. Unassigned war dogs and hunting dogs follow the dwarf who trained them, but can still be caged. If you use one or two dedicated animal trainers to train dogs, you may notice they will be followed by a large pack of them, along with their puppies. Assigned dogs '''can''' be [[pasture]]d; this is another option for keeping them away from danger if you have some advance warning. It's also a good idea if you decide to train the owner in a [[danger room]]. War dogs can still be slaughtered for food, even if they have sustained serious injuries.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Using a [[civilian alert]] to keep civilians away from fighting affects war dogs as well, stopping them from following your soldiers into combat.''{{bug|1058}}&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
{{imagefix|[[File:hunting_dog_sprite.png|left]]|6}}''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Main:Toady One|Toady One]], long ago &amp;lt;!-- still relevant? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War dogs ==&lt;br /&gt;
{{imagefix|[[File:war_dog_sprite.png|left]]}}Because of their training, war dogs do more damage in combat than untrained dogs.&lt;br /&gt;
&lt;br /&gt;
Against heavily [[armor]]ed and armed opponents, dogs (war or hunting) can die quite easily, but that doesn't mean they are ''useless''. Also, although a war dog is not nearly as dangerous against an armored opponent as an axe lord, they occasionally get lucky, and a pack of war dogs can be very dangerous indeed. They can also be used as walking meatshields, taking hits that would have otherwise injured your dwarves.&lt;br /&gt;
&lt;br /&gt;
For this reason, some players attach them to any permanent close-combat military, and/or to any dwarf that regularly steps outside. However, the down side to assigning them to military dwarves is that they are very likely to die, since dogs move much faster than fully-armored dwarves and thus frequently charge in unassisted. A dead pet causes a serious unhappiness spike, and [[tantrum]]s with legendary weapon skills mixed in can really maximize the [[fun]]. Fortunately they're not cats so you can make them unavailable as pets.&lt;br /&gt;
&lt;br /&gt;
For breeding purposes, female war dogs are no worse than any other animal: they can give birth to, in this case, puppies as well. Male war dogs also can play the role of their civil counterparts. You probably don't want to train the female dogs though, so you can keep them as breeding stock along with a few studs, just like you do with any other animal.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
In real life, the dog (''Canis lupus familiaris'') is recognized as a subspecies of the [[wolf]] (''Canis lupus lupus''), having undergone gradual genetic divergence from wild wolves due to domestication by humans. Human-dog companionship has existed as far back as 20,000 BC.  In ''Dwarf Fortress'', taming wolves will not, no matter how much time passes, result in dogs.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dogs sometimes won't bite, but only scratch, greatly reducing their combat effectiveness. This seems to happen against wildlife.{{bug|7541}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = idar&lt;br /&gt;
| elvish  = macetha&lt;br /&gt;
| goblin  = anot&lt;br /&gt;
| human   = sheka&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:GoldenRetrieverSnow.jpg|thumb|center|400px|Admired for its ''loyalty''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Night_creature&amp;diff=315521</id>
		<title>Night creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Night_creature&amp;diff=315521"/>
		<updated>2026-03-16T21:15:39Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Now you will know why you fear the night.''&lt;br /&gt;
[[File:night_creatures_sprites_preview.png|right]]A '''night creature''' is a member of a class of hostile [[creature]]s; many of which are generated procedurally, whether as a full creature, through an [[interaction token|interaction]] changing a normal creature, or a mixture of both. [[Night troll]]s, which are themselves only a type of night creature, are sometimes also referred to as night creatures.&lt;br /&gt;
&lt;br /&gt;
Note that some night creatures are not inherently hostile, despite their form. as some can be [[visitor]]s to player's [[Fortress mode|fortress]], or can be played as in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Most types of night creature are depicted in the game as either a '''ñ''' or '''Ñ''' of a different color. Some night creatures flash between the Ñ and a basic creature tile, especially undead. The currently existing night creatures are the following:&lt;br /&gt;
&lt;br /&gt;
===Magical beings===&lt;br /&gt;
* [[File:necromancer_sprite.png|15px]] / {{Tile|Ñ|5:1}} [[Necromancer]]s are [[historical figure]]s that have found the secrets of life and death, becoming immortal and gaining the ability to animate the dead.&lt;br /&gt;
* [[File:nightmare_sprite_preview.png|16px]] / {{Tile|Ñ|0:1}} [[Nightmare]]s are frightening monsters who do not occur naturally, but can be summoned by necromancers and demons{{verify}} in battle.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
* [[File:bogeyman_sprite.png|17px]] / {{Tile|ñ|0:1}} [[Bogeyman|Bogeymen]], which ambush lone travellers in regions dominated by [[Sphere|nightmares or darkness]] at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. Unlike other night creatures, bogeymen do not have individual histories—rather, they are generated when needed in adventure mode.&lt;br /&gt;
* [[File:experiment_sprite.png|16px]] / {{Tile|A|4:1}}–{{Tile|Z|2:1}} [[Experiment]]s are a variety of transformations originating from necromancers' experimentation on captured citizens and livestock - they sometimes escape to the wild, and intelligent ones can rejoin civilization. Unlike other night creatures, they are represented by regular alphabet letters. Intelligent experiments are colored red, while failed creations and others are colored green.&lt;br /&gt;
* [[File:night_troll_sprite.png|16px]] / {{Tile|Ñ|2:0}} [[Night troll]]s, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them.&lt;br /&gt;
* [[File:werebeast_sprite.png|20px]] / {{Tile|Ñ|6:0}} [[Werebeast]]s are former worshipers cursed by their patron deities for profaning their temples, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster based off a random creature.&lt;br /&gt;
&lt;br /&gt;
===Undead===&lt;br /&gt;
* [[File:animated_dead_example_anim.gif|21px]] / {{Tile|Ñ|3:0}} [[Undead|Animated dead]] are the walking corpses and corpse parts that arise in [[evil]] regions, or under the thrall of a necromancer or [[mummy]]. Particularly evil regions may also transform living creatures into thralls or husks via their unusual weather. They flash between their night creature tile and their basic creature tile.&lt;br /&gt;
* [[File:ghost_sprite.png|15px]] / {{Tile|Ñ|7:1}} [[Ghost]]s, the restless spirits of the dead that weren't properly memorialized. Depending on circumstances, they can interact with the living in various ways.&lt;br /&gt;
* [[File:infected_ghoul_sprite.png|14px]] / {{Tile|Ñ|4:1}} [[Infected ghoul]]s are undead who were infected with contagious ghoulish conditions by necromancers. They flash between their night creature tile and their basic creature tile.&lt;br /&gt;
* [[File:intelligent_undead_sprite.png|15px]] / {{Tile|Ñ|3:1}} [[Intelligent undead]] - independent, intelligent corporeal undead that do not fit into other categories. They are raised by necromancers, mummies, and [[demon]]s to help with their plots of conquering the world. They have special powers, such as syndrome attacks, controlling the weather, and repelling other creatures.&lt;br /&gt;
* [[File:mummy_preview_sprite.png|14px]] / {{Tile|Ñ|6:1}} [[Mummy|Mummies]] are the dead rulers of civilizations, interred in [[tomb]]s or, occasionally. in [[catacombs]]. They will arise if disturbed and lay curses (of misfortune, so far) on the trespasser.&lt;br /&gt;
* [[File:vampire_sprite.png|13px]] / {{Tile|Ñ|4:0}} [[Vampire]]s are undead blood-drinkers (usually spawned by divine wrath, as with werebeasts) that can pass for living humanoids, moving on when suspicion of them grows too much. Occasionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization.&lt;br /&gt;
&lt;br /&gt;
==Planned night creatures==&lt;br /&gt;
In addition to the existing night creatures, and plans to expand them, [http://www.bay12games.com/media/df_talk_14_transcript.html Dwarf Fortress Talk #14] describes future plans for other types of night creatures, which are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|5:0}} Stalkers, undead that rise from brutal killings and executions, taking on aspects related to their death.&lt;br /&gt;
* {{Tile|Ñ|4:1}} Constructed creatures, like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons. [[Experiment]]s seem to at least partly be an implementation of this.&lt;br /&gt;
* {{Tile|Ñ|7:0}} Animated furniture, to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting souls entering them. They will flash between their night creature tile and their basic item tile.&lt;br /&gt;
* {{Tile|Ñ|2:1}} Various sorts of evil beasts, such as evil rotten capybaras or evil animated trees.&lt;br /&gt;
* {{Tile|Ñ|1:0}} Monsters of the sea, including aquatic hags and trolls such as Grendel, as well as monstrous sea creatures such as evil carp.&lt;br /&gt;
* {{Tile|Ñ|1:1}} Cursed people of the sea, such as undead pirates or seafarers.&lt;br /&gt;
&lt;br /&gt;
``generators.lua`` defines a number of tables for generating night creatures, with a number of unused classes. Procedural variants of most undead creatures (rather than a [[syndrome]]) and the planned categories listed above are listed in ``creatures.night_creature``. The names of two new categories were revealed this way.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|5:0}} &amp;quot;Sorcerer&amp;quot;, potentially using [[magic]].&lt;br /&gt;
* {{Tile|Ñ|5:1}} &amp;quot;Royal&amp;quot;, potentially holding [[noble]] positions, such as a [[monarch]].&lt;br /&gt;
&lt;br /&gt;
[[File:night_creatures_preview.jpg|thumb|300px|center|When the night comes, they can wait forever.]]&lt;br /&gt;
{{Translation| dwarven = anan mes | elvish = lithéme amu | goblin = anu los | human = kulur mos}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Night creature]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=315401</id>
		<title>Mental breakdown</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=315401"/>
		<updated>2026-03-08T17:13:36Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added animation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
[[File:insanity_preview_anim.gif|right]]'''Mental breakdowns''' are temporary conditions that cause a stressed dwarf to stop current work and go mad. Unlike [[insanity]], these conditions are only temporary and may end on their own after some time, while insanity is not reversible. Unlike [[strange mood]]s, breakdowns do not produce any artifacts. However, breakdowns are serious warnings; if you don't deal with the source of stress, affected dwarves will repeatedly experience breakdown until they eventually go [[insane]]. To make breakdowns less likely, see the article on [[keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Right now, there are three kinds of breakdown:&lt;br /&gt;
* Tantrum&lt;br /&gt;
* Obliviousness&lt;br /&gt;
* Depression&lt;br /&gt;
&lt;br /&gt;
and the [[Personality facet|personality]] of the dwarf influences the type of breakdown.&lt;br /&gt;
&lt;br /&gt;
===[[File:status_tantrum_icon.png]] Tantrum===&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is throwing a tantrum!|4:1}}&lt;br /&gt;
::''Throwing a tantrum!''&lt;br /&gt;
&lt;br /&gt;
[[File:tantrum_preview_anim.gif|thumb|right|A [[general]] vandalizing a claystone table.]]A '''tantrum''' is a breakdown experienced mainly by dwarves with high [[Personality facet#ANGER_PROPENSITY|propensity to anger]]. Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting [[Level_of_conflict|fist fights]] (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death may cause increased [[stress]] among your fortress's inhabitants. Also note that dwarves get stressed when getting hurt or when a [[Item quality|masterwork]] they produced is destroyed, so a single tantrum can easily evolve into a tantrum spiral with all the fortress repeatedly going tantrum and eventually insane.&lt;br /&gt;
&lt;br /&gt;
If [[stress]] keeps accumulating, a tantrum-prone dwarf may eventually go [[insane|berserk]].&lt;br /&gt;
&lt;br /&gt;
The mechanics for tantrums in the current version are not well known yet {{verify}}. A dwarf throwing a tantrum will keep misbehaving for several days, during which time they will be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they will usually snap about once per month, a single tantrummer can cause immense damage/carnage.&lt;br /&gt;
&lt;br /&gt;
Tantrumers will not have any [[need]]s while they are tantruming. Those will return when they are done.&lt;br /&gt;
&lt;br /&gt;
===[[File:status_oblivious_icon.png]] Oblivious===&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stumbling around obliviously!|3:0}}&lt;br /&gt;
::''Stumbling obliviously!''&lt;br /&gt;
&lt;br /&gt;
'''Obliviousness''' is a breakdown experienced mainly by dwarves with high [[Personality facet#ANXIETY_PROPENSITY|propensity to anxiety]]. Oblivious dwarves will cancel any job they may be doing at the moment and stumble around until they regain their composure.&lt;br /&gt;
&lt;br /&gt;
If unchecked, this can repeat until the dwarf eventually [[insane|goes stark raving mad]].&lt;br /&gt;
&lt;br /&gt;
===[[File:status_depression_icon.png]] Depression===&lt;br /&gt;
{{Translation| term = Depression|dwarven = ozon | elvish = eyuca | goblin = ostest | human = bowu}}&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has slipped into depression...|6:0}}&lt;br /&gt;
::''Sunk into depression...''&lt;br /&gt;
&lt;br /&gt;
'''Depression''' is a breakdown experienced mainly by dwarves with high [[Personality facet#DEPRESSION_PROPENSITY|propensity to depression]]. &lt;br /&gt;
&lt;br /&gt;
Depressed dwarves will cancel any job they may be doing at the moment and mope around until they regain their composure. Unless [[stress]] levels are reduced, bouts of depression will repeat until the dwarf is eventually [[insanity|stricken by melancholy]].&lt;br /&gt;
&lt;br /&gt;
==Damage control==&lt;br /&gt;
&lt;br /&gt;
Highly stressed dwarves with tantrum propensity can (and maybe should) be locked up in a room with a bed, chair and table, away from further stressors and from people they can harm. If their stress exposure remains low enough for an extended time – months to years – they may recover and no longer throw tantrums. Their &amp;quot;cell&amp;quot; should be assigned as their bedroom and potentially dining room, and provisions must be stored in the room or delivered remotely. Since this is a very slow and laborious process, less caring overseers may opt for more radical [[magma|&amp;quot;cures&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.&lt;br /&gt;
&lt;br /&gt;
If a dwarf who is prone to mental breakdowns is not considered vital to the fortress, there is always the option to [[Emigration|exile]] them as well - just be aware that their immediate family members, along with any pets they own, will follow them if those secondary individuals are currently present in the fortress.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
&lt;br /&gt;
[[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others. &lt;br /&gt;
&lt;br /&gt;
Dwarves want a personal [[bedroom]] to sleep in, and a proper seat and table to eat at - not providing them with these necessities causes regular stress increments.&lt;br /&gt;
&lt;br /&gt;
Being regularly exposed to the outside tends to be harmful to dwarves, since they will either get unhappy over being out in the [[rain]] or, after a few years of mostly-underground fort life, become [[Cave adaptation|violently sick]] when exposed to sunlight. Catching sight of remains of sentient creatures, like the [[corpse]]s left behind by [[goblin]] [[siege]]s, will likewise cause strong stress to all but the most hardened dwarves. &lt;br /&gt;
&lt;br /&gt;
Limiting stressors appears to be the most important task for tantrum prevention in DF2014. Offering sources of happy thoughts – satisfying work, nice architecture, opportunities to mingle with friends and family – seem to help, but what a stress-susceptible dwarf needs most is the lack of further bad thoughts, not a glut of happy ones.&lt;br /&gt;
&lt;br /&gt;
== The Dreams of a Dwarf ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tantrum while sleeping.PNG|200px|thumb|right|Even when sleeping, a dwarf can throw a tantrum]]&lt;br /&gt;
&lt;br /&gt;
Sleeping is, as all dwarves know, &amp;lt;s&amp;gt;an utter waste of booze-drinking time&amp;lt;/s&amp;gt; a necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has dwarfy needs and, as such, even in the middle of [[Siege|welcoming foreign diplomats]], completely depleted of energy, a dwarf will show their essence and throw a tantrum.&lt;br /&gt;
&lt;br /&gt;
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in dreamland, the dwarf sees himself in the grandest of fortresses, hurling [[Magma|snowballs]] to their [[Elf|fellow man]], creating dreams worthy of a dwarf.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Mental breakdown]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Tantrum_preview_anim.gif&amp;diff=315400</id>
		<title>File:Tantrum preview anim.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Tantrum_preview_anim.gif&amp;diff=315400"/>
		<updated>2026-03-08T17:12:12Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=315324</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=315324"/>
		<updated>2026-03-06T18:06:27Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions and gained new powers}}&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman_sprite_preview.png|right]]A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally-generated [[night creature]] which is mostly known for attacking unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night, alone, within those [[Sphere|domains of evil affiliated with shadows or nightmares]] – both fast travelling and travelling normally on the local map trigger the appearance of bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared.&lt;br /&gt;
&lt;br /&gt;
Graphically, the default sprites that bogeymen use will be of malformed, humanoid creatures that resemble the randomly-generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[demon]]s. However, given the fact that bogeymen can transform into other creatures, they can borrow other sprites as well. Their portrait will remain as the last creature they transformed into, even after transforming back.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:bogeymen_transforming_anim.gif|thumb|275px|right|Two bogeymen transforming in the [[object testing arena]].]][[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]]A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] – if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures, and reading their description will reveal the bogeyman &amp;quot;hurls vicious insults constantly&amp;quot;. Bogeymen are restricted to regions aligned with [[demon]]ic evil, particularly the [[sphere]]s of nightmares or darkness. Bogeymen can be summoned by [[necromancer]]s with the appropriate [[secret]]s, and by nightmare-aligned [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000. In previous versions, they did not exist in [[fortress mode]], but it seems like visiting necromancers can now sometimes summon them in combat.&lt;br /&gt;
&lt;br /&gt;
Bogeymen have the powers to transform into animals, as well as to 'call upon the night' and summon other creatures – including more bogeymen! They do this, presumably, by using the [[Interaction_token#I_EFFECT|Summon interaction]]. This can make even a single bogeyman quickly turn into several, which then each begin to summon wild animals such as [[tiger]]s. More research needs to be done on the exact limitations of these abilities, and exact data is difficult to extrapolate due to summon interactions being both new and difficult to reverse engineer.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up, but they, too, vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately – if you end the game in this way, you will be described in [[legends mode]] as having {{DFtext|died in the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
Bogeymen summoned in fortress mode are friendly.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.&lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
Bogeymen can be avoided by not traveling in evil, nightmare-aligned regions, and having a companion is no longer necessary to avoid them. &lt;br /&gt;
&lt;br /&gt;
When you are [[ambush]]ed by bogeymen, you will get the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
A turn after receiving this message, 4–6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as one of those will make you totally safe from bogeymen; in an unmodded game, the (three currently) available creatures with this token are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or traveling.&lt;br /&gt;
&lt;br /&gt;
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However, it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well-prepared. Once your adventurer becomes skilled, this will become a usually trivial task, but don't underestimate their blows. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option: keep on doing that until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (currently used) paved roads, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this was one of the reasons why townspeople encouraged you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring. They will not attack again for the rest of the night.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
*A [[shield]] is invaluable, as getting hit can break your bones and quickly spell your death. Ditto for some [[armor]].&lt;br /&gt;
*Legendary [[weapon skill]] or near is highly recommended to help overcome their dodging. &lt;br /&gt;
*Carefully planned maneuvering is the key to survival.&lt;br /&gt;
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
&amp;lt;!--*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are not opposed to cheesy tactics, or just too slow to run away, you can instead block their line of sight by setting grass fires. If you can create at least a partial or full circle of fire around you, the terrestrial bogeymen will be unable to fight you. Once the bogeymen lose sight of your adventurer, it becomes a trivial game of throwing whatever can be grabbed. If you're feeling particularly vindictive, you can jump out of the fire behind them, and just behead them. Be wary of trees, as bogeymen have no qualms about climbing their way to you from above.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
*Whatever you do, don't allow yourself to get surrounded. If a group of bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at a time if you are fast enough. &lt;br /&gt;
*Don't let bogeymen get the initiative. If you let the bogeyman attack you, their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them – you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest [[town]], [[fortress]], [[cave]] or [[lair]]. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If a bogeyman manages to get too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
Very rarely in world generation, a deity aligned with both the spheres of &amp;quot;death&amp;quot; and &amp;quot;nightmares&amp;quot; will create a [[necromancer]] [[secret]] that allows the creation of bogeymen. The resulting activated ability allows the user to conjure a bogeyman, who will appear at a random location fixed around the conjurer. The bogeyman will still be hostile to the summoner. Due to the lack of sphere relations between death and nightmares, a deity that can grant a bogeyman-summoning slab is unlikely, and even in such cases the slab may not contain the secret at all.&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman2.png|thumb|300px|center|A drawing of bogeymen.&amp;lt;br /&amp;gt;''Art by kruggsmash'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference:Metallica Song &amp;quot;Enter Sandman&amp;quot;--&amp;gt;&lt;br /&gt;
Bogeymen most likely don't take their victims to a place called &amp;quot;Never-Never Land&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version [[DF2014:Release_information/0.47.04|0.47.04]])|[CREATURE:NIGHT_CREATURE_16]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TRUNK:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small skinless humanoid.  It has a curling trunk and it hurls vicious insults constantly.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_17]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:SLATE_GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small humanoid with lidless eyes.  It has thin wings of stretched skin and it hurls vicious insults constantly.  Its slate gray skin is sleek and smooth.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
[[ru:Bogeyman]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fanciful&amp;diff=315234</id>
		<title>Fanciful</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fanciful&amp;diff=315234"/>
		<updated>2026-03-04T23:47:16Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Fanciful creatures which can be encountered */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
A '''fanciful''' creature is one that is the stuff of legends. Fanciful [[creature]]s include the [[megabeast]]s, [[demon]]s, and mystical creatures such as [[Fairy|fairies]] - they can appear in [[engraving]]s and other works of art. Some fanciful creatures will spawn in certain biomes; fairies are common in good areas, and the mysterious [[sasquatch|Bigfoot]] can be occasionally spotted in savage forests. Others can appear only in special circumstances, such as the megabeasts which occasionally attack you in [[fortress mode]]. Furthermore, several fanciful creatures do not actually exist, living solely within the minds of particularly imaginative people.&lt;br /&gt;
&lt;br /&gt;
Fanciful creatures can be considered to be the opposite of mundane creatures. &lt;br /&gt;
&lt;br /&gt;
Fanciful creatures in the game object data are defined by the {{token|FANCIFUL|c}} token.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Fanciful creatures which can be encountered==&lt;br /&gt;
&lt;br /&gt;
{{Columns-list|&lt;br /&gt;
*[[File:beast_sprites_preview_anim.gif|25px]] / {{Tile|Ä|7:1}} [[Angel]]s&lt;br /&gt;
*[[File:Bogeyman_sprite.png|20px]] / {{Tile|ñ|0:1}} [[Bogeyman|Bogeymen]]&lt;br /&gt;
*[[File:Bronze_colossus_sprite.png|20px]] / {{Tile|C|6:0}} [[Bronze colossus]]es&lt;br /&gt;
*[[File:Cyclops_sprite.png|20px]] / {{Tile|C|4:1}} [[Cyclops|Cyclopes]]&lt;br /&gt;
*[[File:beast_sprites_preview_anim.gif|25px]] / {{Tile|&amp;amp;|7:1}} [[Demon]]s&lt;br /&gt;
*[[File:Dragon_sprite.png|20px]] / {{Tile|D|2:0}} [[Dragon]]s&lt;br /&gt;
*[[File:Ettin_sprite.png|20px]] / {{Tile|E|6:1}} [[Ettin]]s&lt;br /&gt;
*[[File:experiment_sprite_anim.gif|25px]] / {{Tile|A|4:1}} [[Experiment]]s&lt;br /&gt;
*[[File:Fairy_sprite.png|20px]] / {{Tile|∙|6:1}} [[Fairy|Fairies]]&lt;br /&gt;
*[[File:Foul_blendec_sprite.png|20px]] / {{Tile|b|0:1}} [[Foul blendec]]s&lt;br /&gt;
*[[File:Giant_sprite.png|20px]] / {{Tile|G|3:0}} [[Giant]]s&lt;br /&gt;
*[[File:Harpy_sprite.png|20px]] / {{Tile|h|6:0}} [[Harpy|Harpies]]&lt;br /&gt;
*[[File:Hydra_sprite.png|20px]] / {{Tile|H|4:1}} [[Hydra]]s&lt;br /&gt;
*[[File:Merperson_sprite_anim.gif|20px]] / {{Tile|M|3:1}} [[Merperson|Merpeople]]&lt;br /&gt;
*[[File:Minotaur_sprite.png|20px]] / {{Tile|M|6:0}} [[Minotaur]]s&lt;br /&gt;
*[[File:Night_troll_sprite.png|20px]] / {{Tile|Ñ|2:0}} [[Night troll]]s&lt;br /&gt;
*[[File:beast_sprites_preview_anim.gif|25px]] / {{Tile|Ñ|0:1}} [[Nightmare]]s&lt;br /&gt;
*[[File:Nightwing_sprite.png|20px]] / {{Tile|N|0:1}} [[Nightwing]]s&lt;br /&gt;
*[[File:Pixie_sprite.png|20px]] / {{Tile|·|3:1}} [[Pixie]]s&lt;br /&gt;
*[[File:Roc_sprite.png|20px]] / {{Tile|R|7:1}} [[Roc]]s&lt;br /&gt;
*[[File:Sasquatch_sprite.png|15px]] / {{Tile|S|6:0}} [[Sasquatch]]es&lt;br /&gt;
*[[File:Satyr_sprite.png|15px]] / {{Tile|s|6:0}} [[Satyr]]s&lt;br /&gt;
*[[File:Yeti_sprite.png|20px]] / {{Tile|Y|7:1}} [[Yeti]]s&lt;br /&gt;
*[[File:Werebeast_sprite.png|20px]] / {{Tile|Ñ|6:0}} [[Werebeast]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fanciful creatures which do not actually exist==&lt;br /&gt;
&lt;br /&gt;
*{{Tile|C|2:1}} [[Chimera]]s&lt;br /&gt;
*{{Tile|C|6:0}} [[Centaur]]s&lt;br /&gt;
*{{Tile|G|7:1}} [[Griffon]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Fanciful]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=315182</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=315182"/>
		<updated>2026-03-01T20:33:17Z</updated>

		<summary type="html">&lt;p&gt;Zippy: That image location was screwing the page. Moved it to the right.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Personality facets''', as distinct from [[attributes]] and [[mannerism]]s (''as well as [[Personality value|values]] and [[Personality goal|goals]]''), can be found for a creature in the first sub-tab of the &amp;quot;Personality&amp;quot; tab of its character sheet. In general, these do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality facets are as yet unknown.&lt;br /&gt;
&lt;br /&gt;
Facets have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a creature's facets over time.&lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species, via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average, with a median of 55 in that facet, whereas goblins aren't likely to help others out – their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
==Measurement==&lt;br /&gt;
Each personality facet has a value from 0–100. The value triggers a report in the Traits personality tab depending on where it falls in any of seven levels. (The 40−60 range does not cause a report.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
==Facet list==&lt;br /&gt;
[[File:Facets_v50_preview.png|thumb|200px|right|Zoomed view of Facets section of the Traits tab. (Click to enlarge)]]Facets which are marked below with &amp;quot;†&amp;quot; also contribute to [[relationship]]s – values which are significantly different (i.e. greater than 60 in one creature and less than 40 in the other) will contribute toward the formation of [[grudge]]s.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of conflicting with a creature's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
In addition to the verbose descriptions that appear on the Personality Traits tab, each facet can also display a brief summary phrase on the Overview tab (e.g. &amp;quot;Quick to love&amp;quot; or &amp;quot;Slow to love&amp;quot; for especially high/low values of LOVE_PROPENSITY).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable anchortable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! colspan=2| Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#ROMANCE|ROMANCE]]&amp;lt;/small&amp;gt;{{both text|Quick to love|Slow to love}}&lt;br /&gt;
&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the LOVE_PROPENSITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|HATE_PROPENSITY}}{{both text|Hateful|Slow to hate}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the HATE_PROPENSITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|ENVY_PROPENSITY}}{{both text|Envious|Not envious}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the ENVY_PROPENSITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 ||&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#MERRIMENT|MERRIMENT]]&amp;lt;/small&amp;gt;{{both text|Cheerful|Cheerless}}&lt;br /&gt;
| 91-100 || often feels filled with joy &lt;br /&gt;
| rowspan=4 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the CHEER_PROPENSITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
| rowspan=3 | Will not generate a positive thought while drunk. &amp;lt;br&amp;gt;'didn't feel anything due to inebriation.'&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
| rowspan=2 | Will not generate a positive thought working with a preference. &amp;lt;br&amp;gt;'didn't feel anything at work'&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|DEPRESSION_PROPENSITY}}{{both text|Depression-prone|Not easily depressed}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]]. &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the DEPRESSION_PROPENSITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|ANGER_PROPENSITY}}{{both text|Anger-prone|Slow to anger}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]]. &amp;lt;br&amp;gt;Unmet needs may trigger negative thought 'frustration.' &amp;lt;br&amp;gt; Arguments may trigger negative thought 'angry after getting into an argument.' (subject to PRIDE, DISCORD) ||! rowspan=2 | During worldgen, increases the chances of declaring 'unwinnable' wars.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|ANXIETY_PROPENSITY}}{{both text|Anxious|Not anxious}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]]. &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the ANXIETY_PROPENSITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|LUST_PROPENSITY}}{{both text|Lustful|Not lustful}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the LUST_PROPENSITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|STRESS_VULNERABILITY}}{{both text|Easily stressed|Resilient}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the STRESS_VULNERABILITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|GREED}}{{both text|Greedy|Not greedy}}&amp;lt;!-- Actual in-game text - do not change! --&amp;gt;&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the GREED facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#SELF_CONTROL|SELF_CONTROL]]&amp;lt;/small&amp;gt;{{both text|Intemperate|Temperate}}&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the IMMODERATION facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|VIOLENT}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality value#MARTIAL_PROWESS|MARTIAL_PROWESS]]&amp;lt;/small&amp;gt;{{both text|Brawler|Avoid fights}}&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the VIOLENT facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#PERSEVERANCE|PERSEVERANCE (value)]]&amp;lt;/small&amp;gt;{{both text|Stubborn|Quick to give up}}&lt;br /&gt;
| 91-100 || is unbelievably stubborn and will stick with even the most futile action once [his/her] mind is made up &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the PERSEVERANCE facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|WASTEFULNESS}}†{{both text|Wasteful|Not wasteful}}&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects and invariable(sic) wastes a lot of time and effort &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the WASTEFULNESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|DISCORD}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#HARMONY|HARMONY]]&amp;lt;/small&amp;gt;{{both text|Prone to discord|Seeks harmony}}&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier &amp;lt;br&amp;gt; can learn Intimidator (subject only to ASSERTIVENESS)&lt;br /&gt;
| rowspan=3 | Arguments can trigger positive thought &amp;lt;br&amp;gt;'satisfied after getting into an argument.'&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living ||! rowspan=3 | can learn Consoler (subject to STOICISM, CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; can learn Pacifier (subject to PEACE) &amp;lt;br&amp;gt; can learn Intimidator (subject to HARMONY, POWER, and TRANQULITY, subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; can learn Consoler (subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; always learns Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|FRIENDLINESS}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality value#FRIENDSHIP|FRIENDSHIP]]&amp;lt;/small&amp;gt;{{both text|Flatterer|Quarreler}}&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable ||! rowspan=2 | always learns Flatterer &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the FRIENDLINESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual ||! rowspan=2 | can learn Flatterer &amp;lt;br&amp;gt; (subject to TRUTH)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome ||! rowspan=3 | cannot learn Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|POLITENESS}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#DECORUM|DECORUM]]&amp;lt;/small&amp;gt;{{both text|Polite|Rude}}&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the POLITENESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|DISDAIN_ADVICE}}{{both text|Disdains advice|Overreliant on advice}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the DISDAIN_ADVICE facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|BRAVERY}}&amp;lt;/span&amp;gt;{{both text|Fearless|Fearful}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the BRAVERY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|CONFIDENCE}}{{both text|Overconfident|Pusillanimous}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence ||! rowspan=2 | During worldgen, increases the chances of declaring wars. &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the CONFIDENCE facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|VANITY}}†{{both text|Vain|Not vain}}&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the VAINITY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|AMBITION}}†{{both text|Ambitious|Not ambitious}}&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition ||! rowspan=2 | During worldgen, increases the chances of declaring wars. &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the AMBITION facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|GRATITUDE}}†{{both text|Gracious|Ungrateful}}&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the GRATITUDE facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|IMMODESTY}}†{{both text|Extravagant|Austere}}&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the IMMODESTY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|HUMOR}}†{{both text|Zany|Humorless}}&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate ||! rowspan=2 | always learns Comedian &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the HUMOR facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor ||! rowspan=3 | can learn Comedian &amp;lt;br&amp;gt; (subject to MERRIMENT)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous ||! rowspan=2 | cannot learn Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|VENGEFUL}}†{{both text|Vengeful|Not vengeful}}&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the VENGEFUL facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|PRIDE}}{{both text|Proud|Low self esteem}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
| rowspan=3 | Arguments may trigger negative thought &amp;lt;br&amp;gt; 'insulted after getting into an argument.' (subject to DISCORD) &amp;lt;br&amp;gt; Teaching at a guildhall may trigger positive thought &amp;lt;br&amp;gt;'proud after teaching ''skill''.' &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the PRIDE facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|CRUELTY}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#POWER|POWER]]&amp;lt;/small&amp;gt;{{both text|Cruel|Merciful}}&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism ||! rowspan=2 | cannot learn Consoler &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the CRUELTY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|SINGLEMINDED}}{{both text|Single-minded|Scatterbrained}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the SINGLEMINDED facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|HOPEFUL}}†{{both text|Hopeful|Quick to despair}}&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the HOPEFUL facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|CURIOUS}}†{{both text|Curious|Incurious}}&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the CURIOUS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|BASHFUL}}{{both text|Bashful|Shameless}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness ||! rowspan=2 | cannot learn Conversationalist &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the BASHFUL facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her] ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#STOICISM|STOICISM]]&amp;lt;/small&amp;gt;{{both text|Private|Overshares}}&lt;br /&gt;
| 91-100 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the PRIVACY facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to share [his/her] own experiences and thoughts with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || shares intimate details of [his/her] life without sparing a thought to repercussions or propriety&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|PERFECTIONIST}}†{{both text|Perfectionist|Inattentive}}&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the PERFECTIONIST facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|CLOSEMINDED}}{{both text|Obstinate|Acquiescing}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the CLOSEMINDED facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|TOLERANT}}†{{both text|Tolerant|Intolerant}}&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the TOLERANT facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|EMOTIONALLY_OBSESSIVE}}{{both text|Emotional obsessive|Emotionally distant}}&amp;lt;!-- Actual in-game text - do not change! --&amp;gt;&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated &lt;br /&gt;
| rowspan=6 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the EMOTIONALLY_OBSESSIVE facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being ||! rowspan=1 | Does not feel anything when seeing creatures die. Still experiences trauma or fear based on other personality facets.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|SWAYED_BY_EMOTIONS}}{{both text|Swayed by emotions|Unswayed by emotions}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to CRUELTY and DISCORD) &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the SWAYED_BY_EMOTIONS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|ALTRUISM}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#SACRIFICE|SACRIFICE]]&amp;lt;/small&amp;gt;{{both text|Altruistic|Not altruistic}}&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded. &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the ALTRUISM facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|DUTIFULNESS}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#LAW|LAW]],&amp;lt;br /&amp;gt;[[Personality value#LOYALTY|LOYALTY]], and [[Personality value#INDEPENDENCE|INDEPENDENCE]]&amp;lt;/small&amp;gt;{{both text|Dutiful|Not dutiful}}&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the DUTIFULNESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [his/her] life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|THOUGHTLESSNESS}}†{{both text|Thoughtless|Overcautious}}&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless ||! rowspan=2 | During worldgen, increases the chances of declaring wars. &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the THOUGHTLESSNESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|ORDERLINESS}}†{{both text|Orderly|Sloppy}}&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
| rowspan=3 |  Will store clothes after changing clothes. &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the ORDERLINESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
| rowspan=3 |  Will leave scattered clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|TRUST}}{{both text|Trusting|Distrustful}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the TRUST facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|GREGARIOUSNESS}}{{both text|Gregarious|Loner}}&lt;br /&gt;
| 91-100 || truly treasures the company of others ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to BASHFUL) &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the GREGARIOUSNESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|ASSERTIVENESS}}{{both text|Overbearing|Unassertive}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say ||! rowspan=2 | can learn Intimidator &amp;lt;br&amp;gt; (subject to DISCORD) &amp;lt;br&amp;gt; always learns Persuader &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the ASSERTIVENESS facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive ||! rowspan=3 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY, POWER, and TRANQULITY, subject to DISCORD) &amp;lt;br&amp;gt; can learn Persuader &amp;lt;br&amp;gt; (subject to ELOQUENCE)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation ||! rowspan=2 | never learns Intimidator or Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|ACTIVITY_LEVEL}}{{both text|Frenetic|Leisurely}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy ||! rowspan=4 | has a need to be active (anything skill-related, such as idle conversation, counts) &lt;br /&gt;
| rowspan=7 colspan=1 | &amp;lt;!-- ##### Any insight you want to add about the ACTIVITY_LEVEL facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|EXCITEMENT_SEEKING}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#TRANQUILITY|TRANQUILITY]]&amp;lt;/small&amp;gt;{{both text|Thrill-seeker|Avoids excitement}}&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations ||! rowspan=4 | has a need for exciting actions. Exciting actions include engaging in combat ||! rowspan=2 | During worldgen, increases the chances of declaring wars.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|IMAGINATION}}†{{both text|Flights of fancy|Fact-oriented}}&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the IMAGINATION facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#96C930&amp;quot; | {{text anchor|ABSTRACT_INCLINED}}†{{both text|Inclined to abstract|Not inclined to abstract}}&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the ABSTRACT_INCLINED facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#A2DC34&amp;quot; | {{text anchor|ART_INCLINED}}†&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;Conflicts with [[Personality value#ARTWORK|ARTWORK]] and [[Personality value#NATURE|NATURE]]&amp;lt;/small&amp;gt;{{both text|Artistically inclined|Not inclined to create art}}&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world &lt;br /&gt;
| rowspan=7 colspan=2 | &amp;lt;!-- ##### Any insight you want to add about the ART_INCLINED facet can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || &lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Elf_suture_preview.png&amp;diff=315168</id>
		<title>File:Elf suture preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Elf_suture_preview.png&amp;diff=315168"/>
		<updated>2026-02-28T23:22:45Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy moved page File:Elf suture preview.png to File:Dwarf suture preview.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Dwarf suture preview.png]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dwarf_suture_preview.png&amp;diff=315167</id>
		<title>File:Dwarf suture preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dwarf_suture_preview.png&amp;diff=315167"/>
		<updated>2026-02-28T23:22:45Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy moved page File:Elf suture preview.png to File:Dwarf suture preview.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Suturer&amp;diff=315166</id>
		<title>Suturer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Suturer&amp;diff=315166"/>
		<updated>2026-02-28T23:22:31Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Corrected description to fit with the image change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Suturer&lt;br /&gt;
| profession = [[Doctor]]&lt;br /&gt;
| job name   = [[Suturing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Stitch up cuts, broken skin tissue&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:elf_suture_preview.png|thumb|288px|right|A dwarven axe lord with stitches on both her feet, still not effecting her skillful combat.]]'''Suturer''' is the skill associated with the suturing [[labor]]. Suturers are responsible for closing wounds using [[thread]] at a [[hospital]]. Additionally, in the latest version, dwarves who discuss or ponder the [[topic]] &amp;quot;Suturing&amp;quot; as scholars will gain points in this skill.&lt;br /&gt;
&lt;br /&gt;
Suturer [[skill|skill level]] is related to the speed at which the labor is completed. The longer that the wound is open, the more likely bleeding out and infection become, although soap cleaning mitigates the latter and [[wound dresser|wound dressing]] mitigates the former. The quality, type or dye of the thread is not related to outcome - suturers will even use [[adamantine]] strands for this purpose. Severed limbs are beyond your suturers' abilities, even at Legendary+5.&lt;br /&gt;
&lt;br /&gt;
Suturers put your fortress' injured back together, as part of the [[health care|health care industry]].  The suturer skill is also used by [[scholars]] when thinking about medical science-related [[topics]]:&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Topic/table/medicine}}&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Scholarship}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dwarf_suture_preview.png&amp;diff=315165</id>
		<title>File:Dwarf suture preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dwarf_suture_preview.png&amp;diff=315165"/>
		<updated>2026-02-28T23:21:15Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Elf suture preview.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Manera&amp;diff=315135</id>
		<title>Manera</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Manera&amp;diff=315135"/>
		<updated>2026-02-22T17:05:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=manera_sprites.png&lt;br /&gt;
|portrait=manera_portrait.png&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Maneras''' are rare, [[evil]]-aligned, four-armed [[creature]]s found in subterranean [[cavern]]s, exclusively on the second layer and occasionally in sieges. When spawning in the caverns, they spawn one at a time and lurk in the underground, occasionally pathing to your fortress and attacking [[dwarves]] who may cross their way. Maneras are the size of a dwarf and may prove a threat to civilians, but an equipped [[military]] squad will make quick work of them. All maneras are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Maneras are intelligent creatures, capable of learning at half the speed of a civilized one, but are not capable of speech. Because of this, dwarves will not [[butcher]] them, limiting their use to [[live training]] and occupying space in your [[refuse]] [[stockpile]]. Сivilized maneras may gain non-military professions among [[goblin]] society, but can also appear in goblin [[Siege|sieges]]. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Maneras, along with [[troll]]s, [[ogre]]s, and [[blizzard man|blizzard men]], can act as livestock for evil civilizations with access to them.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] maneras for their ''long arms''.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;260px&amp;quot; heights=&amp;quot;260px&amp;quot;&amp;gt;&lt;br /&gt;
File:manera.jpg|''Art by Kruggsmash''.&lt;br /&gt;
File:Notebook_02_Manera.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=315134</id>
		<title>Announcement</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=315134"/>
		<updated>2026-02-22T16:12:14Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added announcements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:v50_announcements_preview.png|thumb|250px|right|List of announcements.]]An '''announcement''' is a message displayed at the top left of the game screen used to indicate something important. Major announcements will pause gameplay and center the camera on the event in question, and game-changing ones will both do that and provide a framed message box presenting the event in question. The announcements list ({{Menu icon|N}}) lists all game announcements in dated order; some (but not all) can be zoomed to. (&amp;lt;!-- may be more confusing than helpful for v50 but leaving it for now --&amp;gt;Announcements are not to be confused with [[reports]], which detail combat results.)&lt;br /&gt;
&lt;br /&gt;
When some major or important game-changing announcements occur, the following icon will appear, accompanied with a wooden ticking-like sound effect:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:alert_icon_anim.gif]]&lt;br /&gt;
== Controlling which announcements pause and recenter ==&lt;br /&gt;
{{main|announcements.txt}}&lt;br /&gt;
&lt;br /&gt;
You can control which types of announcements do and don't pause and/or recenter the game in the [[Settings#Announcements|Announcements tab of Settings]] or by editing the &amp;lt;code&amp;gt;announcements.txt&amp;lt;/code&amp;gt; file.  &lt;br /&gt;
==== Announcement Settings ====&lt;br /&gt;
To change the behavior of announcements via the in game Settings, open [[Settings]], select the [[Settings#Announcements|Announcements]] tab. Then you'll need to find the setting of interest ([[announcements.txt#List_of_announcements|announcements.txt wiki page]] may be able to help). You'll see the available options for each event includes, &amp;lt;code&amp;gt;Popup&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pause&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Recenter&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Alert&amp;lt;/code&amp;gt;. That's the functionality you're most likely to want to adjust. For example, if you want an Alert on the left side of the screen for combat strikes and wounds you would scroll down to 'Strike' and 'Wounds' and change the Alert column to 'Yes' - but don't get ambitious and change all the combat events to Alert, you'll regret it! (one at a time is recommended). More information on what each of these options do, including &amp;lt;code&amp;gt;Adv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Fort&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Report&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Report (Active)&amp;lt;/code&amp;gt; is available on the [[announcements.txt]] wiki page (and probably needs to become shared content between these two pages).&lt;br /&gt;
&lt;br /&gt;
==== announcements.txt ====&lt;br /&gt;
To change the behavior of announcements via the &amp;lt;code&amp;gt;announcements.txt&amp;lt;/code&amp;gt; file you'll need to adjust the &amp;lt;code&amp;gt;:options&amp;lt;/code&amp;gt; for the particular event of interest. An announcement type containing ''''':P''''' will pause when that announcement type is made, and one containing ''''':R''''' will re-center when that announcement type is made.  For example,&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:P:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
means that the game will pause and recenter upon the announcement of migrants arriving.  You could change it to&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to cause the game to recenter on the arriving migrants, but to not pause the game.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''&lt;br /&gt;
* &amp;lt;code&amp;gt;/init/announcements.txt&amp;lt;/code&amp;gt; is for the '''Default''' settings&lt;br /&gt;
* &amp;lt;code&amp;gt;/prefs/announcements.txt&amp;lt;/code&amp;gt; is for the '''Current''' settings&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
'''''Note:''' Some of the icons may be incorrect. A question mark placeholder icon is in place of unknown icons. Please update them with the correct ones as soon as possible.''&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon !! Importance !! Description&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | ''Minor'' announcements are the simplest and most common announcements, and will flicker through the announcements window very quickly. This is typically used for things that happen a lot in a well-developed fortress.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_cancel_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Job cancellation with a stated reason (building site submerged, item blocking site, dangerous terrain, needs rough picture jaspers, etc.), followed by a [[suspend|suspension]] notice if the job is [[furniture]] placement or building a [[construction]].  The [[standing orders]] menu (tab in {{menu icon|y}}) allows you to filter job cancellation spam, between none, some, most, and all (default is some).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_weather_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Standard changes in [[weather]]: &amp;quot;It has started raining,&amp;quot; &amp;quot;The weather has cleared,&amp;quot; or &amp;quot;A snow storm has arrived.&amp;quot; Changes in the season.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_birth_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || [[Creatures]] and [[dwarves]] (and apparently [[ghost]]s as well) [[age|growing up]] and progressing from baby to child to adult. Animals jump straight from babies to adults. A dwarf cancelling a job with the reason of &amp;quot;Seeking infant.&amp;quot; may also occur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_masterpiece_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || The creation of [[quality|masterpieces]]. Can get quite annoying in mature fortresses, when the announcements will stack up the products of legendary dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A location and the surrounding areas have been made a county.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An artifact is not where it was last seen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Something was stolen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Something has escaped a cage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A diplomat could not complete a meeting and left unhappy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_artdeface_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A masterpiece quality item has been lost or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A new type of stone or ore has been found while digging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Individuals are changing their status because they're in a squad.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_labor_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Changes in [[profession]], for both civilian and [[military]] dwarves. The start of every month is usually marked by rotations within your militia and thus a bevy of messages of this type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_hunting_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A dwarf has begun [[Ambusher|hunting]] for animals.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || When an animal is [[butcher's shop|slaughtered]], or a tame animal or dwarf is struck down within view of other dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_guzzler_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || When a creature is guzzling a fortress' alcohol.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_research_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A scholar has discovered discourse on the nature of events.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_loseemotion_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An individual has lost their emotions.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_birth_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Animals giving birth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_guest_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[guest]] is visiting your fortress.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_marriage_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Two dwarves have gotten [[marriage|married]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_cancel_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves getting spooked by other creatures, and cancelling their jobs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_combat_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Combat is taking place, or someone has died in combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_sparring_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Sparring is taking place.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_artdeface_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A workshop has been vandalized.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An agreement or [[mandate]] is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has been caught in a [[Animal_trap|trap]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has broken free of an animal trap. &amp;lt;!-- Is this the correct icon? --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[animal training|trained]] creature going semi-wild (feral), the last stage before becoming wild again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has been [[Pet|adopted]], or a cat has adopted a citizen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_martial_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A dwarf is in a [[martial trance]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves getting promoted and/or elected to a noble status. Such as [[baron]], [[count]] or [[duke|duke/duchess]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ghost_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || The raising of a [[ghost]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_stress_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A citizen is undergoing a stressful breakdown.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Putting a citizen (and their associated ghost) to rest with a memorial [[slab]] or a [[coffin]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || After one week, a dwarf or tame creature has been missing, or if a dwarf comes across a corpse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[Work orders|work order]] has been completed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves growing [[Attachment|attached]] to their weapons or armor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_rumor_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[rumor]] has been passed on to your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_vermin_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A creature is stung by a [[bee]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A citizen has become someone's student.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | ''Major'' announcements are more important than minor announcements, and in addition to playing their message, the game may be paused and zoom to the location of the event. This is used for things that rarely happen, but aren't the ''most'' important. A wooden &amp;quot;ticking&amp;quot; sound effect is played for these announcement types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_trade_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of a [[caravan]]. Best to get ready for [[thief|thieves]] and [[ambush]]es as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_trade_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of the [[outpost liaison]], although this always happens at the same time as the arrival of the dwarven caravan.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_migrant_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of [[migrants]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_era_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A new [[Calendar|era]] has begun.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Uncovering of a [[thief]]. End them quickly!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ambush_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Uncovering an [[ambush]] - ''very'' nasty if the dwarf in question is, for instance, just a poor old [[wood cutter]] out doing their job.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ambush_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Discovering a [[gremlin]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Someone is caught sneaking around.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A section of a cavern has collapsed. This is usually caused by improper digging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_mood_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A dwarf entering a [[strange mood]], claiming a workshop, setting to work, and either completing a [[legendary artifact]] or going [[insanity|insane]] in the attempt. (Each step gets its own announcement.)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || &amp;quot;We checked that stone for heat! What devilry is this?!&amp;quot; A single stream of flame will burst out in a random direction, setting someone on fire if it hits them. Only encountered in the deeper layers of the world.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_berserk_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A dwarf has gone berserk. This can happen if the dwarf is undergoing a strange mood, and does not have the required materials to construct an artifact.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A [[bogeyman]] transforms. Can be seen in the [[object testing arena]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Someone has inherited a position.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of the [[king]] or queen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A citizen in the military bestowed a name onto a shield or weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || You have discovered an unusual volcanic wall studded with gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of a [[semi-megabeast]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_weather_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The appearance of a [[Weather#Evil weather|creeping cloud]] in [[Surroundings|evil biomes]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Announce death icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || No available food is present. The ability to resolve this can depend on the surroundings around your fortress and what you already have.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_deitycurse_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A deity is disturbed, and/or lays a curse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A monarch is satisfied with their position, but feels that there should be more development. We must dig deeper.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | {{colortext|#900|'''''Warning:''' Minor spoilers ahead''}}&amp;lt;br&amp;gt;&lt;br /&gt;
''Game-changing'' announcements are among the most important in the game. When these announcements occur, they pause the game, zoom to the location, ''and'' present a message box detailing the occurrence, in addition to repeating the message contained therein in the main feed after you close the box, for good measure. These are also reserved for incredibly rare, and potentially once-in-a-playthrough events.{{spoil small|[[File:Eerie cavern.png|center|500px]]|An example of a game-changing announcement, in ASCII mode.}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_masterpiece_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The creation of an [[artifact]], whether from a [[strange mood]] or from a [[soldier]] bestowing a name upon his/her equipment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering a [[cavern]] layer or the [[magma sea]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_attack_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The arrival of a siege.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Your fortress becomes the capital.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The arrival of a [[megabeast]], [[titan]], [[forgotten beast]], transformed [[werebeast]], or an [[undead]] siege.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The reveal of a [[demon]], [[angel]], artifacts, or fire in an [[Unusual volcanic wall]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering a [[deep pit]], [[magma pool]], or downward passage in a cavern.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering [[adamantine]] - Praise the miners!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering the [[Underworld]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_holdings_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || An area has been founded, and is incorporated into your fortress' holdings.&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Announcement]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=315131</id>
		<title>Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=315131"/>
		<updated>2026-02-22T01:45:05Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* List of alcohol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:alcohol_barrel_sprite.png|right]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[dwarf|dwarves]]; a dwarf will drink booze an average of five times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze, they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preferences]] for various types of drinks. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
Alcohol can also be used as an ingredient for [[kitchen|prepared meals]]. However, meals made with alcohol no longer cause your dwarves to get drunk, and will not sate their thirst.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[File:drink_stockpile_v50_preview.png|thumb|300px|right|Where adults drink, and children play. No matter the age, alcohol is always important.]][[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work. ASCII mode.]]Most [[crop]]s and [[fruit]] [[tree]]s in the game can have their produce turned into drink, and, thus, most drink is sourced from dwarven [[farming]], both indoors and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution, though the added variety of drinks can make it worthwhile. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants or fruit.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well-stocked. To brew a drink, a brewer will need an empty watertight container of some kind (either a [[barrel]] or [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item, and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarven thirst is constrained by the important {{token|ALCOHOL_DEPENDENT|c}} [[creature token]], which causes them to suffer severe performance penalties when deprived of alcohol. &amp;quot;Dry&amp;quot; dwarves increasingly lose [[gait|walking speed]] and [[Combat#Attack_Speed|attack speed]]. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.&lt;br /&gt;
&lt;br /&gt;
Even with a [[well]] installed, dwarves will prioritize drinking alcohol over water. [[Visitor#Petitioning|Citizens and residents]] of other species will also choose alcoholic drinks if available, regardless of their alcohol dependency or [[personality facet#IMMODERATION|immoderation]].&lt;br /&gt;
&lt;br /&gt;
All creatures can theoretically survive drinking nothing but alcohol for their entire lives, though they may be subject to [[#Alcohol poisoning|alcohol poisoning]] due to not having the same tolerance level as dwarves. Neither dwarves nor any other race of creature will accept an alcohol ration if resting in a [[hospital]], and must instead be given fresh water until they recover. Water may also be given to busy dwarves that become thirsty.{{bug|2448}}&lt;br /&gt;
&lt;br /&gt;
[[Vampire]] dwarves are just as alcohol-dependent as the mortal kind. Despite this, in [[fortress mode]], they will only ever drink [[blood]], ensuring they eventually suffer withdrawal, even if your pantry is stocked to the brim with every beverage imaginable. This does not stop tavern keepers from giving them drink, if such is available inside the tavern.&lt;br /&gt;
&lt;br /&gt;
Despite popular belief, setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
Alcohol, like all other liquids, does not have a quality modifier. The level of happy [[thought]] generated by drinking a [[preferences|preferred]] alcohol is dependent upon the value of the entire stack of alcohol.{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
&lt;br /&gt;
Dwarves prefer drinking alcohol out of a [[Finished goods#Goblets|mug, cup, or goblet]], and will receive an unhappy [[thought]] for drinking alcohol without one of these three vessel types. If drinking vessels are placed in [[coffer]]s in designated [[tavern]]s, [[tavern keeper|staff]] may serve drinks to dwarves or [[visitor]]s. Vessels placed in a tavern are reserved for service, therefore not available for dwarves to use on their own. Furthermore, tavern drink service is not limited by thirst or safety, therefore high availability may induce alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
=== Alcohol poisoning ===&lt;br /&gt;
&lt;br /&gt;
Over-consumption of alcohol can lead to harmful syndromes, progressing to inebriation, unconsciousness, and death. Each individual has their own tolerance level based on their size (with dwarves having 1.5× the resistance for their size) and each individual will consume more or less according to their [[need]] to drink. Mysterious deaths from suffocation in your taverns are most likely cases of acute alcohol poisoning. Note that the lethal effects of alcohol poisoning are caused by impairing the function of a creature's lungs, making creatures that lack lungs, or the need to breathe, immune to death from alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
== List of alcohol ==&lt;br /&gt;
[[File:DWARF BEER.gif|256px|thumb|right|Plump Helmets grow slowly, and dwarves reuse the seeds after consuming the wine.]]&lt;br /&gt;
[[File:Dwarf Ale.gif|238px|thumb|right|Dwarven Ale.]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2|Ingredient&lt;br /&gt;
! Beverage produced&lt;br /&gt;
! Drink value&lt;br /&gt;
! Type&lt;br /&gt;
! Source&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]] || [[File:dwarven_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Dwarven wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || rowspan=&amp;quot;44&amp;quot; style=&amp;quot;background-color:#cfc&amp;quot;| Plant-based || style=&amp;quot;background-color:#c1c1c1;&amp;quot; | Subterranean crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]] || [[File:dwarven_ale_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Dwarven ale || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;background-color:#c1c1c1;&amp;quot; | Subterranean crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]] || [[File:dwarven_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Dwarven beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;background-color:#c1c1c1;&amp;quot; | Subterranean crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]] || [[File:dwarven_rum_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; Dwarven rum || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;background-color:#c1c1c1;&amp;quot; | Subterranean crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]] || [[File:swamp_whiskey_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; Swamp whiskey || style=&amp;quot;text-align:center; background-color:#ba9;&amp;quot; | 1☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]] || [[File:tuber_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Tuber beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]] || [[File:prickle_berry_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Prickle berry wine || style=&amp;quot;text-align:center; background-color:#ba9;&amp;quot; | 1☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]] || [[File:longland_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Longland beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]] || [[File:sewer_brew_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; Sewer brew || style=&amp;quot;text-align:center; background-color:#ba9;&amp;quot; | 1☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]] || [[File:fisher_berry_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Fisher berry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]] || [[File:river_spirits_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; River spirits || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]] || [[File:gutter_cruor_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; Gutter cruor || style=&amp;quot;text-align:center; background-color:#ba9;&amp;quot; | 1☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]] || [[File:sunshine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; Sunshine || style=&amp;quot;text-align:center; background-color:#bde;&amp;quot; | 5☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]] || [[File:whip_vine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Whip wine || style=&amp;quot;text-align:center; background-color:#beb;&amp;quot; | 3☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Beet]] || [[File:beetroot_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Beetroot wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild carrot]] || [[File:carrot_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Carrot wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassava]] || [[File:cassava_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Cassava beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Parsnip]] || [[File:parsnip_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Parsnip wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato]] || [[File:potato_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Potato wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Radish]] || [[File:radish_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Radish wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet potato]] || [[File:sweet_potato_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Sweet potato wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Turnip]] || [[File:turnip_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Turnip wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Single-grain wheat]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Single-grain wheat beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Two-grain wheat]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Two-grain wheat beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Soft wheat]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Soft wheat beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Hard wheat]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Hard wheat beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Spelt]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Spelt beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Barley]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Barley wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Buckwheat]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Buckwheat beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Rye]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Rye beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorghum]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Sorghum beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Rice]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Rice beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Maize]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Maize beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Quinoa]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Quinoa beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaniwa]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Kaniwa beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Pendant amaranth]] || [[File:grain_beer_sprite.png]] || data-sort-value=&amp;quot;Beer: amaranth Pendant&amp;quot;| &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Pendant amaranth beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood amaranth]] || [[File:grain_beer_sprite.png]] || data-sort-value=&amp;quot;Beer: amaranth Blood&amp;quot;| &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Blood amaranth beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Purple amaranth]] || [[File:grain_beer_sprite.png]] || data-sort-value=&amp;quot;Beer: amaranth Purple&amp;quot;| &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Purple amaranth beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl millet]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Pearl millet beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[White millet]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; White millet beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger millet]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Finger millet beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Foxtail millet]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Foxtail millet beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fonio]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Fonio beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Teff]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Teff beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#f87;&amp;quot;&amp;gt;Cider:&amp;lt;/span&amp;gt; Apple cider || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || rowspan=&amp;quot;32&amp;quot; style=&amp;quot;background-color: #fcc&amp;quot;| Fruit-based&lt;br /&gt;
| style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Apricot wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Banana]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#ba4;&amp;quot;&amp;gt;Beer:&amp;lt;/span&amp;gt; Banana beer || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || [[File:bayberry_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Bayberry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || [[File:carambola_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Carambola wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || [[File:cherry_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Cherry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#f87;&amp;quot;&amp;gt;Cider:&amp;lt;/span&amp;gt; Custard-apple cider || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Date]] || [[File:date_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Date wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || [[File:durian_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Durian wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Guava wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || [[File:lychee_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Lychee wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango]] || [[File:mango_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Mango wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || [[File:papaya_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Papaya wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#f87;&amp;quot;&amp;gt;Cider:&amp;lt;/span&amp;gt; Peach cider || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || [[File:perry_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; Perry || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || [[File:persimmon_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Persimmon wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || [[File:plum_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Plum wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || [[File:pomegranate_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Pomegranate wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || [[File:rambutan_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Rambutan wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || [[File:grain_beer_sprite.png]] || &amp;lt;span style=&amp;quot;color:#f87;&amp;quot;&amp;gt;Cider:&amp;lt;/span&amp;gt; Sand pear cider || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center; background-color:#ca9;&amp;quot; | Surface tree&lt;br /&gt;
|-&lt;br /&gt;
| [[Artichoke]] || [[File:artichoke_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Artichoke wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomato]] || [[File:tomato_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Tomato wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomatillo]] || [[File:tomatillo_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Tomatillo wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Passion fruit]] || [[File:passion_fruit_wine_sprite.png]] || &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Passion fruit wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Grape]] || [[File:wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Cranberry]] || [[File:cranberry_wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Cranberry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bilberry]] || [[File:bilberry_wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Bilberry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Blueberry]] || [[File:blueberry_wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Blueberry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackberry]] || [[File:blackberry_wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Blackberry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Raspberry]] || [[File:raspberry_wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Raspberry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Pineapple]] || [[File:pineapple_wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Pineapple wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Strawberry]] || [[File:strawberry_wine_sprite.png]] ||  &amp;lt;span style=&amp;quot;color:#a7a;&amp;quot;&amp;gt;Wine:&amp;lt;/span&amp;gt; Strawberry wine || style=&amp;quot;text-align:center; background-color:#cc9;&amp;quot; | 2☼ || style=&amp;quot;text-align:center;&amp;quot; | Surface crop&lt;br /&gt;
|-&lt;br /&gt;
| [[Honey]] || [[File:mead_sprite.png]] || &amp;lt;span style=&amp;quot;color:#889;&amp;quot;&amp;gt;Other:&amp;lt;/span&amp;gt; Mead || style=&amp;quot;text-align:center; background-color:#ba9;&amp;quot; | 2☼ || style=&amp;quot;background-color: #ddd&amp;quot;| Animal-based || style=&amp;quot;text-align:center;&amp;quot; | Surface apiary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Any item of type [[Item_token#DRINK|DRINK]]:NONE is considered to be an alcoholic beverage as far as the game is concerned, regardless of the material used. Thus, if you were to make a [[reaction]] which produces drinks of, say, [[elf]] blood, your dwarves would happily chug them down, sating their alcohol dependency in the process. Note that DRINK items don't cause inebriation symptoms by themselves; these are dependent on a [[syndrome]] associated with the consumed substance (see the PLANT_ALCOHOL_TEMPLATE raws below for an example). However, you could always add this syndrome, or another one of your own design, to the material you want to use.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Cooks will only cook alcohol and other fluids as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}} For more information, see the [[Kitchen#Bugs|kitchen]] page.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Alcohol plant stockpile]] — Brewery input stockpile helper page&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|v50:material_template_default.txt|MATERIAL_TEMPLATE|PLANT_ALCOHOL_TEMPLATE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{category|Dwarves}}&lt;br /&gt;
{{category|Food}}&lt;br /&gt;
[[ru:Alcohol]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:V50_marriage_preview.png&amp;diff=315129</id>
		<title>File:V50 marriage preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:V50_marriage_preview.png&amp;diff=315129"/>
		<updated>2026-02-20T20:39:59Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:V50 marriage preview.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=315128</id>
		<title>Announcement</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcement&amp;diff=315128"/>
		<updated>2026-02-20T19:42:48Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added announcement.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:v50_announcements_preview.png|thumb|250px|right|List of announcements.]]An '''announcement''' is a message displayed at the top left of the game screen used to indicate something important. Major announcements will pause gameplay and center the camera on the event in question, and game-changing ones will both do that and provide a framed message box presenting the event in question. The announcements list ({{Menu icon|N}}) lists all game announcements in dated order; some (but not all) can be zoomed to. (&amp;lt;!-- may be more confusing than helpful for v50 but leaving it for now --&amp;gt;Announcements are not to be confused with [[reports]], which detail combat results.)&lt;br /&gt;
&lt;br /&gt;
When some major or important game-changing announcements occur, the following icon will appear, accompanied with a wooden ticking-like sound effect:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:alert_icon_anim.gif]]&lt;br /&gt;
== Controlling which announcements pause and recenter ==&lt;br /&gt;
{{main|announcements.txt}}&lt;br /&gt;
&lt;br /&gt;
You can control which types of announcements do and don't pause and/or recenter the game in the [[Settings#Announcements|Announcements tab of Settings]] or by editing the &amp;lt;code&amp;gt;announcements.txt&amp;lt;/code&amp;gt; file.  &lt;br /&gt;
==== Announcement Settings ====&lt;br /&gt;
To change the behavior of announcements via the in game Settings, open [[Settings]], select the [[Settings#Announcements|Announcements]] tab. Then you'll need to find the setting of interest ([[announcements.txt#List_of_announcements|announcements.txt wiki page]] may be able to help). You'll see the available options for each event includes, &amp;lt;code&amp;gt;Popup&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pause&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Recenter&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Alert&amp;lt;/code&amp;gt;. That's the functionality you're most likely to want to adjust. For example, if you want an Alert on the left side of the screen for combat strikes and wounds you would scroll down to 'Strike' and 'Wounds' and change the Alert column to 'Yes' - but don't get ambitious and change all the combat events to Alert, you'll regret it! (one at a time is recommended). More information on what each of these options do, including &amp;lt;code&amp;gt;Adv&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Fort&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Report&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;Report (Active)&amp;lt;/code&amp;gt; is available on the [[announcements.txt]] wiki page (and probably needs to become shared content between these two pages).&lt;br /&gt;
&lt;br /&gt;
==== announcements.txt ====&lt;br /&gt;
To change the behavior of announcements via the &amp;lt;code&amp;gt;announcements.txt&amp;lt;/code&amp;gt; file you'll need to adjust the &amp;lt;code&amp;gt;:options&amp;lt;/code&amp;gt; for the particular event of interest. An announcement type containing ''''':P''''' will pause when that announcement type is made, and one containing ''''':R''''' will re-center when that announcement type is made.  For example,&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:P:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
means that the game will pause and recenter upon the announcement of migrants arriving.  You could change it to&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to cause the game to recenter on the arriving migrants, but to not pause the game.&lt;br /&gt;
&lt;br /&gt;
'''Note:'''&lt;br /&gt;
* &amp;lt;code&amp;gt;/init/announcements.txt&amp;lt;/code&amp;gt; is for the '''Default''' settings&lt;br /&gt;
* &amp;lt;code&amp;gt;/prefs/announcements.txt&amp;lt;/code&amp;gt; is for the '''Current''' settings&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
'''''Note:''' Some of the icons may be incorrect. A question mark placeholder icon is in place of unknown icons. Please update them with the correct ones as soon as possible.''&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon !! Importance !! Description&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | ''Minor'' announcements are the simplest and most common announcements, and will flicker through the announcements window very quickly. This is typically used for things that happen a lot in a well-developed fortress.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_cancel_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Job cancellation with a stated reason (building site submerged, item blocking site, dangerous terrain, needs rough picture jaspers, etc.), followed by a [[suspend|suspension]] notice if the job is [[furniture]] placement or building a [[construction]].  The [[standing orders]] menu (tab in {{menu icon|y}}) allows you to filter job cancellation spam, between none, some, most, and all (default is some).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_weather_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Standard changes in [[weather]]: &amp;quot;It has started raining,&amp;quot; &amp;quot;The weather has cleared,&amp;quot; or &amp;quot;A snow storm has arrived.&amp;quot; Changes in the season.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_birth_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || [[Creatures]] and [[dwarves]] (and apparently [[ghost]]s as well) [[age|growing up]] and progressing from baby to child to adult. Animals jump straight from babies to adults. A dwarf cancelling a job with the reason of &amp;quot;Seeking infant.&amp;quot; may also occur.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_masterpiece_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || The creation of [[quality|masterpieces]]. Can get quite annoying in mature fortresses, when the announcements will stack up the products of legendary dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A location and the surrounding areas have been made a county.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An artifact is not where it was last seen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Something was stolen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Something has escaped a cage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A diplomat could not complete a meeting and left unhappy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_artdeface_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A masterpiece quality item has been lost or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A new type of stone or ore has been found while digging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Individuals are changing their status because they're in a squad.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_labor_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Changes in [[profession]], for both civilian and [[military]] dwarves. The start of every month is usually marked by rotations within your militia and thus a bevy of messages of this type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_hunting_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A dwarf has begun [[Ambusher|hunting]] for animals.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || When an animal is [[butcher's shop|slaughtered]], or a tame animal or dwarf is struck down within view of other dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_guzzler_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || When a creature is guzzling a fortress' alcohol.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_research_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A scholar has discovered discourse on the nature of events.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_loseemotion_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An individual has lost their emotions.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_birth_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Animals giving birth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_guest_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[guest]] is visiting your fortress.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_marriage_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Two dwarves have gotten [[marriage|married]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_cancel_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves getting spooked by other creatures, and cancelling their jobs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_combat_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Combat is taking place, or someone has died in combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_sparring_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Sparring is taking place.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An agreement or [[mandate]] is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has been caught in a [[Animal_trap|trap]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has broken free of an animal trap. &amp;lt;!-- Is this the correct icon? --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[animal training|trained]] creature going semi-wild (feral), the last stage before becoming wild again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_animal_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || An animal has been [[Pet|adopted]], or a cat has adopted a citizen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_martial_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A dwarf is in a [[martial trance]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves getting promoted and/or elected to a noble status. Such as [[baron]], [[count]] or [[duke|duke/duchess]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ghost_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || The raising of a [[ghost]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Putting a citizen (and their associated ghost) to rest with a memorial [[slab]] or a [[coffin]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_death_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || After one week, a dwarf or tame creature has been missing, or if a dwarf comes across a corpse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[Work orders|work order]] has been completed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || Dwarves growing [[Attachment|attached]] to their weapons or armor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_rumor_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A [[rumor]] has been passed on to your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_vermin_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A creature is stung by a [[bee]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_agreement_icon.png]] || style=&amp;quot;background:#ffffc0; text-align:center&amp;quot; | Minor || A citizen has become someone's student.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | ''Major'' announcements are more important than minor announcements, and in addition to playing their message, the game may be paused and zoom to the location of the event. This is used for things that rarely happen, but aren't the ''most'' important. A wooden &amp;quot;ticking&amp;quot; sound effect is played for these announcement types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_trade_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of a [[caravan]]. Best to get ready for [[thief|thieves]] and [[ambush]]es as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_trade_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of the [[outpost liaison]], although this always happens at the same time as the arrival of the dwarven caravan.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_migrant_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of [[migrants]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_era_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A new [[Calendar|era]] has begun.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Uncovering of a [[thief]]. End them quickly!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ambush_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Uncovering an [[ambush]] - ''very'' nasty if the dwarf in question is, for instance, just a poor old [[wood cutter]] out doing their job.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_ambush_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Discovering a [[gremlin]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_crime_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Someone is caught sneaking around.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A section of a cavern has collapsed. This is usually caused by improper digging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_mood_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A dwarf entering a [[strange mood]], claiming a workshop, setting to work, and either completing a [[legendary artifact]] or going [[insanity|insane]] in the attempt. (Each step gets its own announcement.)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || &amp;quot;We checked that stone for heat! What devilry is this?!&amp;quot; A single stream of flame will burst out in a random direction, setting someone on fire if it hits them. Only encountered in the deeper layers of the world.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_berserk_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A dwarf has gone berserk. This can happen if the dwarf is undergoing a strange mood, and does not have the required materials to construct an artifact.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A [[bogeyman]] transforms. Can be seen in the [[object testing arena]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || Someone has inherited a position.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_noble_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of the [[king]] or queen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_military_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A citizen in the military bestowed a name onto a shield or weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || You have discovered an unusual volcanic wall studded with gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The arrival of a [[semi-megabeast]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_weather_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || The appearance of a [[Weather#Evil weather|creeping cloud]] in [[Surroundings|evil biomes]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Announce death icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || No available food is present. The ability to resolve this can depend on the surroundings around your fortress and what you already have.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_deitycurse_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A deity is disturbed, and/or lays a curse.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ffb464; text-align:center&amp;quot; | Major || A monarch is satisfied with their position, but feels that there should be more development. We must dig deeper.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:7px;&amp;quot; | {{colortext|#900|'''''Warning:''' Minor spoilers ahead''}}&amp;lt;br&amp;gt;&lt;br /&gt;
''Game-changing'' announcements are among the most important in the game. When these announcements occur, they pause the game, zoom to the location, ''and'' present a message box detailing the occurrence, in addition to repeating the message contained therein in the main feed after you close the box, for good measure. These are also reserved for incredibly rare, and potentially once-in-a-playthrough events.{{spoil small|[[File:Eerie cavern.png|center|500px]]|An example of a game-changing announcement, in ASCII mode.}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_masterpiece_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The creation of an [[artifact]], whether from a [[strange mood]] or from a [[soldier]] bestowing a name upon his/her equipment.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering a [[cavern]] layer or the [[magma sea]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_attack_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The arrival of a siege.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_general_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Your fortress becomes the capital.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The arrival of a [[megabeast]], [[titan]], [[forgotten beast]], transformed [[werebeast]], or an [[undead]] siege.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_monster_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || The reveal of a [[demon]], [[angel]], artifacts, or fire in an [[Unusual volcanic wall]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering a [[deep pit]], [[magma pool]], or downward passage in a cavern.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering [[adamantine]] - Praise the miners!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_digging_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || Discovering the [[Underworld]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:announce_holdings_icon.png]] || style=&amp;quot;background:#ff4141; color:white; text-align:center&amp;quot; | Important || An area has been founded, and is incorporated into your fortress' holdings.&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Announcement]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=315104</id>
		<title>Blueberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=315104"/>
		<updated>2026-02-19T01:20:21Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=blueberry_shrub_sprite.png&lt;br /&gt;
|seedimage=blueberry_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blueberries''' are an [[aboveground]] [[crop|garden vegetable]] that grows in [[tundra]] environments. They can be planted in all seasons, the fruit is edible raw or [[cooking|cooked]], and can also be [[brewing|brewed]] into [[alcohol|blueberry wine]] or processed in a [[dyer's shop]] into lavender [[dye]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] blueberry bushes for their ''fruit''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:PattsBlueberries.jpg|thumb|center|300px|Admired for its ''fruit''.]]&lt;br /&gt;
&lt;br /&gt;
== Color ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Do not say that blueberries are blue, those suckers are purple. Truly blue food is kept by [[nobles]] from the rest of the dwarves because it probably bestows immortality. Even blueberry wine is red:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:blueberry_wine_preview.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = enôr-lisig | elvish = itho-ada | goblin = oxsa-smug | human = aro-tikbo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Blueberry_wine_preview.png&amp;diff=315103</id>
		<title>File:Blueberry wine preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Blueberry_wine_preview.png&amp;diff=315103"/>
		<updated>2026-02-19T01:18:52Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vulture_man&amp;diff=315102</id>
		<title>Vulture man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vulture_man&amp;diff=315102"/>
		<updated>2026-02-19T01:09:32Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Page consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=vulture_man_sprite.png&lt;br /&gt;
|portrait=vulture_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Vulture men''' are humanoid versions of the common [[vulture]] and a [[Creature|species]] of [[animal people]], found in [[savage]] [[desert]]s and [[tropical]] plains. They are only a little over half the size of an adult [[dwarf]], being unlikely to pose a threat to a civilian's life, though they possess two significant traits: flight and the desire to [[Steals food|steal your food]]. The former makes them difficult to attack, and the latter can be annoying to a newly-embarked fortress which has not yet set up their food industry or made [[Farming|farm plots]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, vulture men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] vulture men for their ''patience''.&lt;br /&gt;
&lt;br /&gt;
[[File:vulture_man.png|thumb|250px|center|No less thieving than the flying kind.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Art by SupportCOMMAND''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
''A guide to Vulture Man culture and traditions by Kivish Aughra:''&lt;br /&gt;
*Vulture Men consider Elves, or '''Elflings''' as they call them, their mortal enemies, and make a point of ceremonially devouring their souls in dark rituals.&lt;br /&gt;
*They have been steadfast allies of the Crab Men since the dawn of time, and have been known to employ them as bodyguards and soldiers in their military.&lt;br /&gt;
*Have a habit of enslaving any race smaller than they are.&lt;br /&gt;
*They are very fond of crystalline gems and minerals, especially Amethysts.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = tikis udos | elvish = rathóna onino | goblin = uzun ngorûg | human = áspast abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
</feed>