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		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13111</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13111"/>
		<updated>2009-05-14T21:12:30Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows NT 4.0, Windows 98, or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MB, but savegames and screenshots (if you take them) use considerable amounts of harddisk space. Some users spend over a gigabyte of space with dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
256MB RAM: The game uses 150+ MB memory while running (more if you select a local grid larger than 6x6).  The more creatures, objects, and explored space on your map, the more memory you will need.  Most of this can be kept in virtual memory (disk swap), but be sure to have at least 500MB total (physical + virtual) memory available.  [[World generation]] requires 400MB at its peak.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress loves as much raw CPU power as you can provide it with.  Recommended:&lt;br /&gt;
&lt;br /&gt;
Core2:  1.4GHz or higher&lt;br /&gt;
&lt;br /&gt;
Pentium 4:  3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
Athlon:  3000+ or higher&lt;br /&gt;
&lt;br /&gt;
The larger your map and the more units on it, the harder your computer will need to work (see &amp;quot;optimization&amp;quot;, below).  Dwarf Fortress will take all the (single-)CPU power it is given.  The speed of the simulation depends on the size of the map, the number of entities (dwarves, pets, etc.), the number of levels (mountainous maps have more depth levels), the number of objects and other factors.  Modern computers should be able to run 3x3 maps with medium-sized fortresses at 80-100 FPS.  Particularly fast processors may be able to handle much larger maps at the same speed.&lt;br /&gt;
&lt;br /&gt;
You'll also want a decent video card to keep up with the CPU, but even a video card that's several years old will satisfy DF under most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Dual-core machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set DF to Core1 and everything else to Core0.  You will now have an entire core dedicated to running DF, which should give slightly better performance. Multi-threading support isn't currently implemented.&lt;br /&gt;
&lt;br /&gt;
==Other Operating Systems==&lt;br /&gt;
===Linux===&lt;br /&gt;
Although DF is a Windows game, it works perfectly in Linux using Wine, as long as you have video drivers with working OpenGL acceleration &amp;amp;ndash; for all NVIDIA and newer ATI cards, this means using the vendor's closed source driver. Without 2D acceleration the game runs slow as [[Dwarven syrup]].  Most distributions provide Wine, so consult your distribution-specific documentation for help.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000448 this thread] for tips about Ubuntu and other distributions.&lt;br /&gt;
&lt;br /&gt;
On 24 December, 2008 Toady released the first native Linux version of '''Dwarf Fortress'''.  It is compiled for 32-bit environments, however, and may not run under 64-bit environments without additional libraries, depending on the Linux distribution.&lt;br /&gt;
&lt;br /&gt;
====Ubuntu/Kubuntu====&lt;br /&gt;
Under an Ubuntu/Kubuntu installation one first of all needs the ia32-libs package installed.  This is a standard Ubuntu package that contains 32-bit versions of many common libraries.  Unfortunately, while it includes 32-bit versions of some SDL libaries, older versions of this package lack SDL_image, which '''Dwarf Fortress''' needs. In Jaunty Jackalope (Ubuntu 9.04) this shared library is included in the ia32-libs package and you can skip the other steps in this section.&lt;br /&gt;
&lt;br /&gt;
The 32-bit package can be downloaded directly from [http://packages.ubuntu.com/intrepid/i386/libsdl-image1.2/download Ubuntu's package repository].  Once the download is complete, open a console window and navigate to the directory containing the file.  Extract the contents by typing:&lt;br /&gt;
&lt;br /&gt;
dpkg-deb -x libsdl-image1.2_1.2.6-3_i386.deb ./libsdl-image&lt;br /&gt;
&lt;br /&gt;
Copy the files from libsdl-image/usr/lib into the df_linux/libs directory and the game should now work.&lt;br /&gt;
&lt;br /&gt;
====Ubuntu/Kubuntu - Using getlibs====&lt;br /&gt;
The other way to get the require SDL_image library is to use getlibs, which will get the correct 32bit library when run on 64bit Ubuntu and create all the required links.&lt;br /&gt;
&lt;br /&gt;
At a command prompt:&lt;br /&gt;
  sudo apt-get install ia32-libs getlibs&lt;br /&gt;
  sudo getlibs -l libSDL_image-1.2.so.0&lt;br /&gt;
&lt;br /&gt;
The game can now be run from the df_linux folder (or wherever you extracted it to) using the df bash script.&lt;br /&gt;
&lt;br /&gt;
==== Gentoo ====&lt;br /&gt;
&lt;br /&gt;
The required libraries can be pulled from portage before running DF.  &lt;br /&gt;
&lt;br /&gt;
For x86, you will need the basic GTK/OpenGL/SDL stuff, plus sdl-image, which means the following packages:&lt;br /&gt;
&lt;br /&gt;
* x11-libs/gtk+:2&lt;br /&gt;
* media-libs/libsdl&lt;br /&gt;
* media-libs/sdl-image&lt;br /&gt;
* virtual/opengl&lt;br /&gt;
* virtual/glu&lt;br /&gt;
&lt;br /&gt;
For amd64, you will need the 32-bit emulation libraries instead.  Note that sdl-image is already included in the sdl emulation package, so you need:&lt;br /&gt;
&lt;br /&gt;
* app-emulation/emul-linux-x86-sdl&lt;br /&gt;
* app-emulation/emul-linux-x86-baselibs&lt;br /&gt;
* app-emulation/emul-linux-x86-xlibs&lt;br /&gt;
* app-emulation/emul-linux-x86-gtklibs&lt;br /&gt;
&lt;br /&gt;
==== Arch ====&lt;br /&gt;
&lt;br /&gt;
The required libs can be pulled from pacman before running.&lt;br /&gt;
&lt;br /&gt;
If using Gnome, or KDE with some Gnome applications, the following will most likely be installed already:&lt;br /&gt;
&lt;br /&gt;
* gtk2&lt;br /&gt;
* libgl&lt;br /&gt;
* sdl&lt;br /&gt;
* sdl_image&lt;br /&gt;
&lt;br /&gt;
In addition, libtiff (&amp;lt;= 4, to be exact) is also required. Libtiff 4 is not available on Arch. Linking or copying /usr/lib/libtiff.so.3.8.2 to /usr/lib/libtiff.so.4 is sufficient.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress files can be installed with an AUR frontend, or from the AUR itself if so inclined. The current files are at [http://aur.archlinux.org/packages.php?ID=22795 this page.]&lt;br /&gt;
&lt;br /&gt;
At a command prompt:&lt;br /&gt;
  wget http://aur.archlinux.org/packages/dwarffortress/dwarffortress.tar.gz&lt;br /&gt;
  tar xvzf dwarffortress.tar.gz&lt;br /&gt;
  cd dwarffortress&lt;br /&gt;
  makepkg -s&lt;br /&gt;
  su&lt;br /&gt;
  pacman -U dwarffortress-v0.28.181.40d11-5-i686.pkg.tar.gz&lt;br /&gt;
&lt;br /&gt;
===OS X===&lt;br /&gt;
A port of Dwarf Fortress to Mac OS X has been completed, and runs on both Intel and PPC based macs. According to the  [http://www.bay12games.com/dwarves/ Website]&lt;br /&gt;
it requires system 10.3 or later, 100mb of hard drive space, and a minimum of 512mb of ram.&lt;br /&gt;
&lt;br /&gt;
==Optimizing Dwarf Fortress==&lt;br /&gt;
You can greatly increase game speed on all systems; details at [[Maximizing framerate]].&lt;br /&gt;
&lt;br /&gt;
==Example results:  What you can expect with various machines==&lt;br /&gt;
&lt;br /&gt;
'''Pentium 4 at 2.2 GHz and 1 GByte RAM, running version 0.27.169.33g:'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, relatively hilly (ten z-levels of elevation change), without magma but with unfrozen brook, no caves, lakes, or monsters; virtually all possible speed-boosting edits in init.txt applied.  Game starts to lag seriously at just under 80 dwarves.Speed is down to 30-45 FPS (varies) and occasional interface jerkiness is becoming noticeable.&lt;br /&gt;
&lt;br /&gt;
'''Asus Eee PC 4G - 512 Ram - Windows XP(custom optimized) - DF v0.27.176.38c:'''&lt;br /&gt;
&lt;br /&gt;
Smallest map possible with the smallest site, flatland only 1z above ground, 15z underground, volcano, some lakes, no underground water, 3 monsters, 9 creatures and 7 dwarfs. Speed boosting edits in init.txt. 10FPS on fullscreen mode and 20 on window mode. Some keys aren´t easy to press on that small keyboard, mainly when you have to press fn+shift+key. Conclusion: Play it on a desktop or a better EEE PC. :-(&lt;br /&gt;
&lt;br /&gt;
'''Core Duo 4400 (2x2ghz) - 2 gb RAM - Windows Vista - .38c'''&lt;br /&gt;
&lt;br /&gt;
3x3 site, pretty cliffy. Volcano, part of river and pretty big artificial pool. 120 dwarves, less than 10 roaming animals and ~50 fps. Decreases to 30 when merchants arrive or when many hauling jobs are started.&lt;br /&gt;
&lt;br /&gt;
'''Athlon XP 2200(1.8) - 1 GB 6 year old RAM (DDR100/DDR133) - windows XP -no optimizations to XP or DF -.38c'''&lt;br /&gt;
&lt;br /&gt;
Large site (6x6), medium world,with brook, no speed boost edits, Kapersky running with protection disabled. Slightly upwards slanted hill. Most of human town, no reveal.exe, running Dwarf Foreman, and with a relatively old (and thus slow) install of XP thats had several viruses- 35-40FPS with 17 humans, 38-48 FPS with 7. Drops to 30-35 with alot of hauling or when viewing 1 z level up (1 bellow human town, 1 above my start site). I imagine with a fresh install and a regular sized site it would likely hold 50+FPS. I don't really know where the speed is coming from compared to what other people are reporting- the processor only scores 1040 CB on a cinebench CPU benchmark.&lt;br /&gt;
&lt;br /&gt;
'''Asus Eee PC 900 - 900 MHz Celeron / 1 GB RAM - Ubuntu-eee 8.04 - .40d11'''&lt;br /&gt;
&lt;br /&gt;
4x4 site, population about 150, some beginners mistakes in logistics... 5 FPS Dwarven Syrup&lt;br /&gt;
&lt;br /&gt;
'''Athlon64X2 5600 (2x2.8GHz) 2GB RAM - Ubuntu 9.04 (64 bits), nVidia drivers - .40d11'''&lt;br /&gt;
&lt;br /&gt;
6x6 site, population 32, lava and wildfires, doing 100 FPS with flowing water.&lt;br /&gt;
&lt;br /&gt;
''' Laptop, with Intel Core 2 Duo T5800 (2.00 Ghz) - 4 gb ram DDR2 - Nvidia Geforce 9600M - Windows Seven RC&lt;br /&gt;
* 151 Dwarves&lt;br /&gt;
* 170 Animals&lt;br /&gt;
* Around 400 creatures (dwarves + animals + merchants + wildlife)&lt;br /&gt;
* Brook, Magma pipe, HFS, Chasm&lt;br /&gt;
* 22 z-levels&lt;br /&gt;
* Medium-sized site&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* Around 15-25 FPS (average FPS seems to be 20 or 21).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Maximizing framerate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Speed&amp;diff=27869</id>
		<title>40d:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Speed&amp;diff=27869"/>
		<updated>2009-05-03T05:19:12Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Miscellaneous influences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
All [[creatures]] in Dwarf Fortress have a '''speed''' attribute which determines how quickly they move and perform other actions. The game utilizes two different speed values: '''raw speed''' (which is the value put into the creature's [[creature_standard.txt|definition file]]) and '''displayed speed''' (which is the &amp;quot;Speed&amp;quot; value displayed in Adventurer Mode).&lt;br /&gt;
&lt;br /&gt;
Raw speed is the figure used by the game to determine a creature's movement under different conditions (encumbered, [[attributes|agile]], lying down, exhausted, etc.), although displayed speed represents how often a creature actually moves in-game.&lt;br /&gt;
&lt;br /&gt;
== How speed works ==&lt;br /&gt;
&lt;br /&gt;
Creatures have to wait ''x'' turns before performing another action, where ''x'' is ''Raw Speed/100''. If ''x'' has a fractional portion, that fractional portion will randomly determine whether an additional turn is required. For instance, a creature with a raw speed of 725 will have to wait 7 turns between actions, with a 25% chance of an additional turn of waiting (8 total).&lt;br /&gt;
&lt;br /&gt;
The action itself takes one turn to perform, which is why displayed speed is more representative of in-game movement. A creature with a raw speed of 900 will take one turn to perform an action, then wait 9 turns before performing another action, and can thus perform one action every 10 turns. It is not known if different actions take more than one turn to perform, although each square of movement is known to take one turn.&lt;br /&gt;
&lt;br /&gt;
Displayed speed is equal to ''1,000,000/(Raw Speed+100)''. A creature can move one square every ''10,000/Displayed Speed'' turns, or ''Raw Speed/100+1'' turns. Therefore, a creature with a raw speed of 900 will have a displayed speed of 1000, and move every 10 turns. A creature with a raw speed of 400 will have a displayed speed of 2000, and move every 5 turns. This means a raw speed of 400 (not 450) is twice as fast as 900, at least in terms of movement. &lt;br /&gt;
&lt;br /&gt;
Tasks other than movement (such as [[mining]] or performing [[workshop]] tasks) are also known to be affected by a creature's speed. It appears (through testing by constructing [[road]]s) that movement Speed does not impact the speed with which tasks are completed once begun (except inasmuch as tasks which require [[dwarves]] to negotiate long distances, possibly with heavy loads, will be shortened by reducing time spent in transit.)&lt;br /&gt;
&lt;br /&gt;
== Influences on speed ==&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
The default raw speed for all creatures is 900. Each level of [[attributes|agility]] will reduce a creature's raw speed by 10%. &lt;br /&gt;
&lt;br /&gt;
Dwarves and [[human]] have the default raw speed:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Raw Speed''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Displayed Speed'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 900 || align=&amp;quot;right&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 810 || align=&amp;quot;right&amp;quot; | 1098&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 720 || align=&amp;quot;right&amp;quot; | 1219&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 630 || align=&amp;quot;right&amp;quot; | 1369&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 540 || align=&amp;quot;right&amp;quot; | 1562&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 450 || align=&amp;quot;right&amp;quot; | 1818&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[elf|Elves]] have a raw speed of 700:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Raw Speed''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Displayed Speed'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 700 || align=&amp;quot;right&amp;quot; | 1250&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 630 || align=&amp;quot;right&amp;quot; | 1369&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 560 || align=&amp;quot;right&amp;quot; | 1515&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 490 || align=&amp;quot;right&amp;quot; | 1694&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 420 || align=&amp;quot;right&amp;quot; | 1923&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 350 || align=&amp;quot;right&amp;quot; | 2222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous influences ===&lt;br /&gt;
&lt;br /&gt;
Several creature [[Status icon|state]]s have an influence on speed, such as being prone (lying down), [[Ambusher|sneaking]], being stunned, or being over-exerted, thirsty, hungry, or sleepy. The speed penalty for being in each of these states is modified by the creature's agility, making agility's influence on creature speed doubly important. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Prone or&amp;lt;br&amp;gt;Sneaking''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Stunned''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Over-Exerted''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Starving,&amp;lt;br&amp;gt;Dehydrated,&amp;lt;br&amp;gt;Very Drowsy,&amp;lt;br&amp;gt;or Tired''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Drowsy,&amp;lt;br&amp;gt;Hungry,&amp;lt;br&amp;gt;or Thirsty''' &lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 2000 || align=&amp;quot;right&amp;quot; | 1000 || align=&amp;quot;right&amp;quot; | 400 || align=&amp;quot;right&amp;quot; | 200 || align=&amp;quot;right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 1800 || align=&amp;quot;right&amp;quot; | 900 || align=&amp;quot;right&amp;quot; | 360 || align=&amp;quot;right&amp;quot; | 180 || align=&amp;quot;right&amp;quot; | 90&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 1600 || align=&amp;quot;right&amp;quot; | 800 || align=&amp;quot;right&amp;quot; | 320 || align=&amp;quot;right&amp;quot; | 160 || align=&amp;quot;right&amp;quot; | 80&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 1400 || align=&amp;quot;right&amp;quot; | 700 || align=&amp;quot;right&amp;quot; | 280 || align=&amp;quot;right&amp;quot; | 140 || align=&amp;quot;right&amp;quot; | 70&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 1200 || align=&amp;quot;right&amp;quot; | 600 || align=&amp;quot;right&amp;quot; | 240 || align=&amp;quot;right&amp;quot; | 120 || align=&amp;quot;right&amp;quot; | 60&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 1000 || align=&amp;quot;right&amp;quot; | 500 || align=&amp;quot;right&amp;quot; | 200 || align=&amp;quot;right&amp;quot; | 100 || align=&amp;quot;right&amp;quot; | 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Prone'' refers to a creature &amp;quot;on the ground&amp;quot;, either lying down or knocked down.&lt;br /&gt;
*''Sneaking'' is a creature utilizing the [[Ambusher]] skill.&lt;br /&gt;
*''Stunned'' is usually caused by getting &amp;quot;charged&amp;quot; by another creature (can also be the aftereffect of a [[Cave spider|cave spider]] or [[giant cave spider]] bite). It can also happen to injured creatures while moving.&lt;br /&gt;
*''Over-exerted'' is caused by taking too many combat actions in a short period of time; it is the more severe form of &amp;quot;Tired&amp;quot;. Creatures which are over-exerted will usually fall to the ground, unable to stand again. An over-exerted creature which continues to fight will eventually go unconscious for a few turns.&lt;br /&gt;
*''Starving'' is due to lack of [[food]]. It is the more severe form of &amp;quot;Hungry&amp;quot;.&lt;br /&gt;
*''Dehydrated'' is due to lack of drink. It is the more severe form of &amp;quot;Thirsty&amp;quot;.&lt;br /&gt;
*''Very Drowsy'' is due to lack of sleep. It is the more severe form of &amp;quot;Drowsy&amp;quot;, and should not be confused with &amp;quot;Tired&amp;quot;, which is caused by over-exertion.&lt;br /&gt;
&lt;br /&gt;
The speed penalty for each state is cumulative. For instance, a prone, sneaking [[dwarf]] (raw speed 900) will have a modified raw speed of 4900 (displayed speed 200). An Extremely Agile elf (raw speed 490) who is prone, stunned, and thirsty will have a modified speed of 2660 and a displayed speed of 362.&lt;br /&gt;
&lt;br /&gt;
The speed penality for &amp;quot;sneaking&amp;quot; is additionally modified by a creature's Ambusher skill. Each level of Ambusher skill reduces the movement penalty listed above (1000-2000) by 5%. For instance, a base-agility Novice Ambusher will have a movement penalty of 1900 when sneaking; an Agile, Competent Ambusher, 1530 (85% of 1800); and a Perfectly Agile, Legendary Ambusher, 250 (25% of 1000). One additional note to mention is that, similar to some Fortress mode skills, Ambusher skill effects actually top out at Legendary+5, whereby all of the speed penalty from sneaking is nullified allowing you to sneak as fast as you can normally walk.&lt;br /&gt;
&lt;br /&gt;
Each level of thirst, hunger, drowsiness, or exhaustion (and possibly stun as well) also appears to reduce all skills by one or more levels. This can reduce your sneaking skill (and consequently, sneaking speed), or more catastrophically, your [[Armor user]] skill (which can cause you to suddenly be extremely encumbered).&lt;br /&gt;
&lt;br /&gt;
[[Strange mood|Melancholy]] appears to make creatures extremely slow, adding a penalty of approximately 8000 to raw speed.&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&amp;lt;!-- begin area of stuff that definitely has been tested for the 3D version--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Weight Limit'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 2000&lt;br /&gt;
|-&lt;br /&gt;
| Strong || align=&amp;quot;right&amp;quot; | 3000&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || align=&amp;quot;right&amp;quot; | 4000&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Strong || align=&amp;quot;right&amp;quot; | 5000&lt;br /&gt;
|-&lt;br /&gt;
| Mighty || align=&amp;quot;right&amp;quot; | 6000&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Mighty || align=&amp;quot;right&amp;quot; | 7000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a creature carries one weight unit ('''Γ''') more than the above listed figures, it will be encumbered. The speed penalty for encumbrance is +0.6 to raw speed for the first increment of encumbrance and +0.5 for each subsequent increment. For instance, a dwarf carrying 2010Γ total will have a raw speed of 906 (displayed speed 994); carrying 2020, speed will be 911 (displayed 989); 2030, speed 916 (displayed 984), etc.&amp;lt;!-- end area of stuff that definitely has been tested for the 3D version--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Armor user]] skill reduces the effective weight of items that are worn but not including any items inside a worn object (like the items carried in a [[backpack]]). It has no effect at Novice level, but at &amp;lt;nolabel&amp;gt; level, it decreases the weight of worn items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths if a creature is a [[legendary]] armor user.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Speed&amp;diff=27868</id>
		<title>40d:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Speed&amp;diff=27868"/>
		<updated>2009-05-03T05:18:01Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Agility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
All [[creatures]] in Dwarf Fortress have a '''speed''' attribute which determines how quickly they move and perform other actions. The game utilizes two different speed values: '''raw speed''' (which is the value put into the creature's [[creature_standard.txt|definition file]]) and '''displayed speed''' (which is the &amp;quot;Speed&amp;quot; value displayed in Adventurer Mode).&lt;br /&gt;
&lt;br /&gt;
Raw speed is the figure used by the game to determine a creature's movement under different conditions (encumbered, [[attributes|agile]], lying down, exhausted, etc.), although displayed speed represents how often a creature actually moves in-game.&lt;br /&gt;
&lt;br /&gt;
== How speed works ==&lt;br /&gt;
&lt;br /&gt;
Creatures have to wait ''x'' turns before performing another action, where ''x'' is ''Raw Speed/100''. If ''x'' has a fractional portion, that fractional portion will randomly determine whether an additional turn is required. For instance, a creature with a raw speed of 725 will have to wait 7 turns between actions, with a 25% chance of an additional turn of waiting (8 total).&lt;br /&gt;
&lt;br /&gt;
The action itself takes one turn to perform, which is why displayed speed is more representative of in-game movement. A creature with a raw speed of 900 will take one turn to perform an action, then wait 9 turns before performing another action, and can thus perform one action every 10 turns. It is not known if different actions take more than one turn to perform, although each square of movement is known to take one turn.&lt;br /&gt;
&lt;br /&gt;
Displayed speed is equal to ''1,000,000/(Raw Speed+100)''. A creature can move one square every ''10,000/Displayed Speed'' turns, or ''Raw Speed/100+1'' turns. Therefore, a creature with a raw speed of 900 will have a displayed speed of 1000, and move every 10 turns. A creature with a raw speed of 400 will have a displayed speed of 2000, and move every 5 turns. This means a raw speed of 400 (not 450) is twice as fast as 900, at least in terms of movement. &lt;br /&gt;
&lt;br /&gt;
Tasks other than movement (such as [[mining]] or performing [[workshop]] tasks) are also known to be affected by a creature's speed. It appears (through testing by constructing [[road]]s) that movement Speed does not impact the speed with which tasks are completed once begun (except inasmuch as tasks which require [[dwarves]] to negotiate long distances, possibly with heavy loads, will be shortened by reducing time spent in transit.)&lt;br /&gt;
&lt;br /&gt;
== Influences on speed ==&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
The default raw speed for all creatures is 900. Each level of [[attributes|agility]] will reduce a creature's raw speed by 10%. &lt;br /&gt;
&lt;br /&gt;
Dwarves and [[human]] have the default raw speed:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Raw Speed''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Displayed Speed'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 900 || align=&amp;quot;right&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 810 || align=&amp;quot;right&amp;quot; | 1098&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 720 || align=&amp;quot;right&amp;quot; | 1219&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 630 || align=&amp;quot;right&amp;quot; | 1369&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 540 || align=&amp;quot;right&amp;quot; | 1562&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 450 || align=&amp;quot;right&amp;quot; | 1818&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[elf|Elves]] have a raw speed of 700:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Raw Speed''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Displayed Speed'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 700 || align=&amp;quot;right&amp;quot; | 1250&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 630 || align=&amp;quot;right&amp;quot; | 1369&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 560 || align=&amp;quot;right&amp;quot; | 1515&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 490 || align=&amp;quot;right&amp;quot; | 1694&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 420 || align=&amp;quot;right&amp;quot; | 1923&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 350 || align=&amp;quot;right&amp;quot; | 2222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous influences ===&lt;br /&gt;
&lt;br /&gt;
Several creature [[Status icon|state]]s have an influence on speed, such as being prone (lying down), [[Ambusher|sneaking]], being stunned, or being over-exerted, thirsty, hungry, or sleepy. The speed penalty for being in each of these states is modified by the creature's agility, making agility's influence on creature speed doubly important. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Prone or&amp;lt;br&amp;gt;Sneaking''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Stunned''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Over-Exerted''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Starving,&amp;lt;br&amp;gt;Dehydrated,&amp;lt;br&amp;gt;Very Drowsy,&amp;lt;br&amp;gt;or Tired''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Drowsy,&amp;lt;br&amp;gt;Hungry,&amp;lt;br&amp;gt;or Thirsty''' &lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 2000 || align=&amp;quot;right&amp;quot; | 1000 || align=&amp;quot;right&amp;quot; | 400 || align=&amp;quot;right&amp;quot; | 200 || align=&amp;quot;right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 1800 || align=&amp;quot;right&amp;quot; | 900 || align=&amp;quot;right&amp;quot; | 360 || align=&amp;quot;right&amp;quot; | 180 || align=&amp;quot;right&amp;quot; | 90&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 1600 || align=&amp;quot;right&amp;quot; | 800 || align=&amp;quot;right&amp;quot; | 320 || align=&amp;quot;right&amp;quot; | 160 || align=&amp;quot;right&amp;quot; | 80&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 1400 || align=&amp;quot;right&amp;quot; | 700 || align=&amp;quot;right&amp;quot; | 280 || align=&amp;quot;right&amp;quot; | 140 || align=&amp;quot;right&amp;quot; | 70&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 1200 || align=&amp;quot;right&amp;quot; | 600 || align=&amp;quot;right&amp;quot; | 240 || align=&amp;quot;right&amp;quot; | 120 || align=&amp;quot;right&amp;quot; | 60&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 1000 || align=&amp;quot;right&amp;quot; | 500 || align=&amp;quot;right&amp;quot; | 200 || align=&amp;quot;right&amp;quot; | 100 || align=&amp;quot;right&amp;quot; | 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Prone'' refers to a creature &amp;quot;on the ground&amp;quot;, either lying down or knocked down.&lt;br /&gt;
*''Sneaking'' is a creature utilizing the [[Ambusher]] skill.&lt;br /&gt;
*''Stunned'' is usually caused by getting &amp;quot;charged&amp;quot; by another creature (can also be the aftereffect of a [[Cave spider|cave spider]] or [[giant cave spider]] bite).&lt;br /&gt;
*''Over-exerted'' is caused by taking too many combat actions in a short period of time; it is the more severe form of &amp;quot;Tired&amp;quot;. Creatures which are over-exerted will usually fall to the ground, unable to stand again. An over-exerted creature which continues to fight will eventually go unconscious for a few turns.&lt;br /&gt;
*''Starving'' is due to lack of [[food]]. It is the more severe form of &amp;quot;Hungry&amp;quot;.&lt;br /&gt;
*''Dehydrated'' is due to lack of drink. It is the more severe form of &amp;quot;Thirsty&amp;quot;.&lt;br /&gt;
*''Very Drowsy'' is due to lack of sleep. It is the more severe form of &amp;quot;Drowsy&amp;quot;, and should not be confused with &amp;quot;Tired&amp;quot;, which is caused by over-exertion.&lt;br /&gt;
&lt;br /&gt;
The speed penalty for each state is cumulative. For instance, a prone, sneaking [[dwarf]] (raw speed 900) will have a modified raw speed of 4900 (displayed speed 200). An Extremely Agile elf (raw speed 490) who is prone, stunned, and thirsty will have a modified speed of 2660 and a displayed speed of 362.&lt;br /&gt;
&lt;br /&gt;
The speed penality for &amp;quot;sneaking&amp;quot; is additionally modified by a creature's Ambusher skill. Each level of Ambusher skill reduces the movement penalty listed above (1000-2000) by 5%. For instance, a base-agility Novice Ambusher will have a movement penalty of 1900 when sneaking; an Agile, Competent Ambusher, 1530 (85% of 1800); and a Perfectly Agile, Legendary Ambusher, 250 (25% of 1000). One additional note to mention is that, similar to some Fortress mode skills, Ambusher skill effects actually top out at Legendary+5, whereby all of the speed penalty from sneaking is nullified allowing you to sneak as fast as you can normally walk.&lt;br /&gt;
&lt;br /&gt;
Each level of thirst, hunger, drowsiness, or exhaustion (and possibly stun as well) also appears to reduce all skills by one or more levels. This can reduce your sneaking skill (and consequently, sneaking speed), or more catastrophically, your [[Armor user]] skill (which can cause you to suddenly be extremely encumbered).&lt;br /&gt;
&lt;br /&gt;
[[Strange mood|Melancholy]] appears to make creatures extremely slow, adding a penalty of approximately 8000 to raw speed.&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&amp;lt;!-- begin area of stuff that definitely has been tested for the 3D version--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Weight Limit'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 2000&lt;br /&gt;
|-&lt;br /&gt;
| Strong || align=&amp;quot;right&amp;quot; | 3000&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || align=&amp;quot;right&amp;quot; | 4000&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Strong || align=&amp;quot;right&amp;quot; | 5000&lt;br /&gt;
|-&lt;br /&gt;
| Mighty || align=&amp;quot;right&amp;quot; | 6000&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Mighty || align=&amp;quot;right&amp;quot; | 7000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a creature carries one weight unit ('''Γ''') more than the above listed figures, it will be encumbered. The speed penalty for encumbrance is +0.6 to raw speed for the first increment of encumbrance and +0.5 for each subsequent increment. For instance, a dwarf carrying 2010Γ total will have a raw speed of 906 (displayed speed 994); carrying 2020, speed will be 911 (displayed 989); 2030, speed 916 (displayed 984), etc.&amp;lt;!-- end area of stuff that definitely has been tested for the 3D version--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Armor user]] skill reduces the effective weight of items that are worn but not including any items inside a worn object (like the items carried in a [[backpack]]). It has no effect at Novice level, but at &amp;lt;nolabel&amp;gt; level, it decreases the weight of worn items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths if a creature is a [[legendary]] armor user.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Melting&amp;diff=48763</id>
		<title>Melting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Melting&amp;diff=48763"/>
		<updated>2009-05-03T01:59:12Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: Redirected page to Melt item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Melt_item]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21947</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21947"/>
		<updated>2009-05-02T22:19:45Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Finished Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|d}}esignate -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; [[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Smooth Stone and {{K|d}} -&amp;gt; Engrave Stone&lt;br /&gt;
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; [[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|i}} -&amp;gt; Fishing is performed from the bank immediately above and next to a water source. Defining an [[activity zone]] is optional.&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Dwarves will do this automatically without your input after the labour is enabled. [[Hunt]]ing can be a dangerous task, see the relevant article for details.&lt;br /&gt;
&lt;br /&gt;
[[Bush|Shrubs]] -&amp;gt; [[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:Use {{K|d}} -&amp;gt;{{K|p}} to designate an area in which to gather.&lt;br /&gt;
&lt;br /&gt;
== Secondary Products ==&lt;br /&gt;
:Only raw materials needed as input. Note that [[furnace]]s have a separate submenu from [[workshop]]s. Kennels and farm plots lack a submenu altogether.&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
:Note that [[muck root]]s do not have seeds.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], and [[Blocks]]; [[Quern]]s and [[Millstone]]s.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal|Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; [[Siege engine]] parts and ammunition&lt;br /&gt;
&lt;br /&gt;
== Other Products ==&lt;br /&gt;
===Animal Products===&lt;br /&gt;
Some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animal]] -&amp;gt; [[Animal Trap]]/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Not all animals can be tamed. A [[Dungeon master]] is required to tame more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
:Only dogs can be trained without [[modding]].&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|u}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:[[Soap]] is a valuable [[trade|trade good]]. It is not used used to manufacture anything, but can be used for [[construction]].&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Leatherworks]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Backpack]]s, [[Clothing]], [[Decoration]], [[Quiver]]s, [[Waterskin]]s&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
=== Metal  ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals often have unique properties and not all are suitable for all purposes, see the article for a given product for details.&lt;br /&gt;
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and three bars for armour and furniture.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ? + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ?  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:To stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then [[steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:Making alloys directly from ore whenever possible will save fuel.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith]]ing -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]] -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[green glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Sand]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Clear glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Rock crystal]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Crystal glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]], [[Crops]], [[Meat]], [[Alcohol]], [[Fish]], [[Milk]], [[Cheese]], and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: All byproducts ([[seeds]], [[bones]], [[shells]], etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Restraint]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labour will be required to fill them. On the  other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[peasant]], while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Products ===&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified and stored as bars.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21946</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21946"/>
		<updated>2009-05-02T22:19:25Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Finished Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|d}}esignate -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; [[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Smooth Stone and {{K|d}} -&amp;gt; Engrave Stone&lt;br /&gt;
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; [[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|i}} -&amp;gt; Fishing is performed from the bank immediately above and next to a water source. Defining an [[activity zone]] is optional.&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Dwarves will do this automatically without your input after the labour is enabled. [[Hunt]]ing can be a dangerous task, see the relevant article for details.&lt;br /&gt;
&lt;br /&gt;
[[Bush|Shrubs]] -&amp;gt; [[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:Use {{K|d}} -&amp;gt;{{K|p}} to designate an area in which to gather.&lt;br /&gt;
&lt;br /&gt;
== Secondary Products ==&lt;br /&gt;
:Only raw materials needed as input. Note that [[furnace]]s have a separate submenu from [[workshop]]s. Kennels and farm plots lack a submenu altogether.&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
:Note that [[muck root]]s do not have seeds.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], and [[Blocks]]; [[Quern]]s and [[Millstone]]s.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal|Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; [[Siege engine]] parts and ammunition&lt;br /&gt;
&lt;br /&gt;
== Other Products ==&lt;br /&gt;
===Animal Products===&lt;br /&gt;
Some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animal]] -&amp;gt; [[Animal Trap]]/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Not all animals can be tamed. A [[Dungeon master]] is required to tame more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
:Only dogs can be trained without [[modding]].&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|u}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:[[Soap]] is a valuable [[trade|trade good]]. It is not used used to manufacture anything, but can be used for [[construction]].&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Leatherworks]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Backpack]]s, [[Clothing]], [[Decoration]], [[Quiver]]s, [[Waterskin]]s&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
=== Metal  ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals often have unique properties and not all are suitable for all purposes, see the article for a given product for details.&lt;br /&gt;
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and three bars for armour and furniture.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ? + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ?  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:To stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then [[steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:Making alloys directly from ore whenever possible will save fuel.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith]]ing -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]] -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[green glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Sand]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Clear glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Rock crystal]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Crystal glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]], [[Crops]], [[Meat]], [[Alcohol]], [[Fish]], [[Milk]], [[Cheese]], and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: All byproducts ([[seeds]], [[bones]], [[shells]], etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Restraint]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labour will be required to fill them. On the  other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[peasant]], while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
&lt;br /&gt;
Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
&lt;br /&gt;
If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Products ===&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified and stored as bars.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4525</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4525"/>
		<updated>2009-04-18T01:33:56Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Magnetite|tile=~|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
* Contains [[native platinum|platinum]] veins&lt;br /&gt;
}}&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]] and [[limonite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[platinum nuggets]]. It is also the only processable ore to occur as a large clusters (750 pieces on average). Bauxite (in real life an ore of aluminum) also occurs as large sheets, and is prized as a [[magma-safe]] rock, but refining it is beyond the skill of your Dwarves. Similarly, [[sylvite]] is a modern ore of potassium. Dwarves have neither the skill nor the inclination to refine sylvite, which is a shame because it can be relatively easily made into [[potash]].&lt;br /&gt;
&lt;br /&gt;
== Magnetite and real world geology ==&lt;br /&gt;
&lt;br /&gt;
Although Magnetite seems to have no special properties at this time in Dwarf Fortress it is reasonable to assume that some have been contemplated. In real word geology magnetite is the most magnetic of all the naturally occurring minerals. For further reference see Wikipedia's article on [http://en.wikipedia.org/wiki/Magnetite Magnetite ]&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6834</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6834"/>
		<updated>2009-04-16T05:14:55Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Furniture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f&lt;br /&gt;
|job=&lt;br /&gt;
* [[Weaponsmith]]ing&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]&lt;br /&gt;
* [[Metal]] [[bar]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith]]ing&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]s - X3 from one metal bar.&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]s - X3 from one metal bar.&lt;br /&gt;
*[[Coins]] - X500 from one metal bar.&lt;br /&gt;
*[[Stud|Studding]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by [[dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment and [[crossbow]]s, [[trap component]]s, and other [[finished goods]]. To build a forge, you must have [[fire-safe materials]] and an [[anvil]], which you start with by default, using 1000 [[starting builds|starting points]]. All anvils are equally effective.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
==Workshop labors and skills==&lt;br /&gt;
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of [[labor]] enabled for each.  The labors used at a forge are:&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]ing -- [[weapon]]s, [[trap]] components, [[bolt]]s, and [[ballista arrowhead]]s&lt;br /&gt;
*[[Armorsmith|Armoring]] (armorer) -- [[armor]]&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- everything in the &amp;quot;Other Objects&amp;quot; category except anvils ([[craft]]s, [[coins]], [[goblet]]s, [[stud]]ding, etc.) and [[chain]]s&lt;br /&gt;
*[[Trapping]] -- [[animal trap]]s (this is a long-standing quirk)&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- All [[furniture]] except chains and animal traps; [[anvil]]s; [[block]]s&lt;br /&gt;
&lt;br /&gt;
== Weapons, trap components, and siege equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s, [[trap component]]s, and [[ballista arrowhead]]s are all forged using the [[weaponsmith]]ing labor.  They can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], each using the [[weaponsmithing]] labor. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
All weapons require one bar of metal.  The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]*&lt;br /&gt;
* [[Pick]]*&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Crossbows and picks cannot be made out of [[silver]].&lt;br /&gt;
&lt;br /&gt;
=== Trap components ===&lt;br /&gt;
&lt;br /&gt;
All trap components require one bar of metal.  The trap components that can be made are:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]].  All trap weapons can also be made out of [[glass]].&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] also can be made via the &amp;quot;Trap Components&amp;quot; menu of a forge, though only from adamantine wafers -- no other metals. (What labor/skill is used?)&lt;br /&gt;
&lt;br /&gt;
=== Siege equipment ===&lt;br /&gt;
&lt;br /&gt;
There is only one piece of siege equipment that can be created at a forge: the [[ballista arrowhead]], which requires three metal bars.  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete [[ballista arrow]].  It is also possible to make wood-only ballista arrows at the [[siege workshop]], which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High boot]]s&lt;br /&gt;
* [[Low boot]]s&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non-brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar) (requires the [[metalcrafting]] labor)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]] (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires three [[bars]] to forge except where otherwise noted.  The [[blacksmithing]] labor (and its corresponding skill, metalsmith) is used to create everything except chains ([[metalcrafting]]) and animal traps ([[trapping]]).&lt;br /&gt;
&lt;br /&gt;
In addition, three [[bars]] of [[iron]], [[steel]], or [[adamantine]] can be used to forge [[anvil]]s (via the &amp;quot;Other Objects&amp;quot; menu), which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Finished goods ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]] and [[bismuth]], using the [[metalcrafting]] skill. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Goblet]]s&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[jeweler's workshop|encrusting with gems]], [[craftsdwarf's workshop|decorating with bone]] or [[craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smith will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require [[fuel]].&lt;br /&gt;
&lt;br /&gt;
== Metal clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight [[clothing]].  All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5286</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5286"/>
		<updated>2009-04-16T02:27:29Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Kablebes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
Same thing happened to one of my lenegdary dwarves. He then went berserk in my legendary dining room.. in front of my crossbow champions. Blood ensued. And now it has happened again, my hard trained master glassmaker just stands in the meeting zone flashing purple excl. sign, despite the fact that magma glass furnace is up and running. Doh. --[[User:Alpha|Alpha]] 15:47, 17 March 2009 (UTC)&lt;br /&gt;
:And an update... this is pretty stupid. I've decided to build a regular glass furnace, just to see what happens, and guess what, my glassmaker happily proceeded to claim it and made me a ''Lushutilun Othornoshtath, Guilthaled the Erased Devourer'', a green glass statue. Neat-o. --[[User:Alpha|Alpha]] 16:02, 17 March 2009 (UTC)&lt;br /&gt;
::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
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Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
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Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
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:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
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Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
::Ditto.  A glassmaker got possessed and refused to use my magma glass furnace.  I had to build a regular one. --[[User:Schwern|Schwern]] 19:33, 27 December 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC)&lt;br /&gt;
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== Possessed Child ==&lt;br /&gt;
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I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
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Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
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::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;br /&gt;
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::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
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According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
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It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
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Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
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::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
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::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
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:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
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:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
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== Two missing labors ==&lt;br /&gt;
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Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
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:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
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:Confirmed that strand extractor doesnt have an associated strange mood. My strand extractor/fish cleaner/grower entered a strange mood and became a legendary bone carver. --[[User:Paradigmlost|Paradigmlost]] 06:15, 9 February 2009 (EST)&lt;br /&gt;
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== Order of stuff ==&lt;br /&gt;
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I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
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::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
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:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
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:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
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::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
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:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
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== Fell Mood Demands ==&lt;br /&gt;
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It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;br /&gt;
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== Confusing macabre mood ==&lt;br /&gt;
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My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
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:Carpenter?  Or wood crafter?  Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?).  And what is roach rock?  Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)&lt;br /&gt;
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::Carpenter. It's still a smelter, yes.  &amp;quot;This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach  chitin and dwarf bone. This object menaces with spikes of rat leather.&amp;quot;--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)&lt;br /&gt;
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:::Hmm.  Post that one on the forums, find out if it's an actual bug.  Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)&lt;br /&gt;
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::::  :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)&lt;br /&gt;
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:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)&lt;br /&gt;
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::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.&lt;br /&gt;
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: I've just had a similar occurance.  Immediately after a goblin ambush (that killed 5 of my soldiers and caused major unhappiness in many dwarves), one dwarf that had lost a friend but was just &amp;quot;content&amp;quot; clained a tanner's workshop, grabbed a rhesus macque chunk, and made a rather boring rhesus macaque leather amulet (no embelishments apart from rhesus macaque leather bands).  It did have quite an impressive name though - Gethustongos Nelas Luror, &amp;quot;Harshtainted the Flicker of Cruelties&amp;quot;.  The dwarf herself became a Legendary Weaponsmith, despite having no weaponsmithing skill! (Her highest skill was unlabled armoring). [[User:Iapetus|Iapetus]] 19:47, 10 January 2009 (EST)&lt;br /&gt;
::I imagine the requirement for a macabre/fell mood is having a thought psychology of less than 0 (being 'unhappy'). &amp;quot;Quite Content&amp;quot; shows up until -25, and then 'fine' is -26 to -50, so either of these diagnoses would theoretically qualify for a fell/macabre mood. --[[User:ThunderClaw|ThunderClaw]] 12:05, 14 January 2009 (EST)&lt;br /&gt;
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== Rough Gems ==&lt;br /&gt;
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EVERY Fey Mood that has happened for the last 3 years has required Rough Gems!  Argh!  Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it.  I do not have Rough Gems.  You cannot buy Rough Gems.  My fortress will die slowly and painfully without Rough Gems.  Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems?  Can it be made good enough with a mod?  --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)&lt;br /&gt;
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:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)&lt;br /&gt;
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::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called &amp;quot;legendary&amp;quot; dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)&lt;br /&gt;
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:Regarding &amp;quot;why isn't raw green glass good enough when they want rough gems&amp;quot; -- it is good enough.  I've had fey dwarves grab raw green glass a half-dozen times.  I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST)&lt;br /&gt;
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==Trapper?==&lt;br /&gt;
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)&lt;br /&gt;
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==Craftdwarf's Workshop==&lt;br /&gt;
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter.  I think that &amp;quot;Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop...&amp;quot; might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop.  Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)&lt;br /&gt;
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:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)&lt;br /&gt;
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:Yes, the lyemaker had no other (non-social) skills.  He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)&lt;br /&gt;
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::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)&lt;br /&gt;
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Figure this falls here.  Had a Potash Maker refuse every shop I built, I had thought I had a craft shop.  Turns out it was forbidden, I reclaimed it and he claimed it for his mood.  I think this is verified.--[[User:Draco18s|Draco18s]] 15:18, 3 January 2009 (EST)&lt;br /&gt;
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== Time limit of a mood. ==&lt;br /&gt;
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Do we have a fix on the exact time the player has to satisfy a mood before the dwarf goes insane?  Any clue on whether it's fixed or variable?&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)&lt;br /&gt;
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)&lt;br /&gt;
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== Injured with Mood? ==&lt;br /&gt;
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I recently had a recruit break his arm in sparring, you know... dwarf stuff, anyways he went into a strange mood and now hes magically up out of bed and walking around to the workshop. Will this work too if the dwarf has a broken leg? EDIT: The dwarf just fell on the ground unconcsious... This could be a big problem&lt;br /&gt;
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:I just had a dwarf who'd been resting for months with a broken left upper leg and broken lower body rise up and crawl to the mason's workshop. The power of Armok compels her! [[User:Heartofgoldfish|Heartofgoldfish]] 02:44, 13 February 2009 (EST)&lt;br /&gt;
::Her injuries weren't ones that would make her pass out, and so, she's completed Nishuthir, a limestone weapon rack! [[User:Heartofgoldfish|Heartofgoldfish]] 03:53, 13 February 2009 (EST)&lt;br /&gt;
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==Siege Operator==&lt;br /&gt;
Is listed in the table as using a mechanics workshop.  In the text to the left of the table says the dwarf will use a craftsdwarf's workshop. Which is correct?--[[User:Kwieland|Kwieland]] 13:16, 2 March 2009 (EST)&lt;br /&gt;
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:Siege operation produces nothing, so I'm fairly certain they use a craftdwarfs shop.  But then, I've never had a Siege Operator (as highest skill) have a mood, so i can't absolutely verify that.  I'd say even Siege Engineers need verification on what they do with moods - I've never seen one. --[[User:Squirrelloid|Squirrelloid]] 20:54, 2 March 2009 (EST)&lt;br /&gt;
::I agree with your comments.  Since I am using siege operators as a cross-training tool, several of my dwarfs are at legendary status.  Each of them are dabbling weapon/armor smiths, so I'll update it when they get a mood.  My last mood was a soldier with lots of soldier skills, but dabbling in metalwork, armor, and weaponsmith.  I got a legendary weaponsmith out of it - Woot!  Woot!&lt;br /&gt;
::As for the Siege engineer, I don't think they would produce a catapult or ballista part artifact.  It just doesn't make sense.  But, I agree, we definitely need to verify that one. --[[User:Kwieland|Kwieland]] 13:50, 3 March 2009 (EST)&lt;br /&gt;
::I had a dwarf (legendary siege op., novice clothes, stone crafter, dabbling other things) get a mood.  He took a craftsdwarf's workshop. [[User:Squirrelloid|Squirrelloid]], do you want to fix the front page?--[[User:Kwieland|Kwieland]] 20:58, 4 March 2009 (EST)&lt;br /&gt;
:::Reasonably certain I already made the correct change on presumption, but i'll take a look. (done) --[[User:Squirrelloid|Squirrelloid]] 08:20, 5 March 2009 (EST)&lt;br /&gt;
::::I edited that in about a month ago when I had an SO get a special mood and, yes, he claimed a mechanic's workshop. Probably worth verifying that independently but that's certainly what happened to me. [[User:Aosher|Aosher]] 09:13, 5 March 2009 (EST)&lt;br /&gt;
:::::The question would be 'was his highest mood skill mechanics', because that would cause him to take a mechanics workshop despite being a Siege Operator. --[[User:Squirrelloid|Squirrelloid]] 09:36, 5 March 2009 (EST)&lt;br /&gt;
::::::I'm pretty sure I checked and that it was siege operation; although I wouldn't swear that I remember it clearly, I'd like to think that I would have checked before wikifying it. Certainly worth keeping the verify tag for now, though. [[User:Aosher|Aosher]] 09:51, 5 March 2009 (EST)&lt;br /&gt;
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==Butcher==&lt;br /&gt;
Had a Butcher/Dabbling Tanner become a Legendary Tanner after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 08:23, 5 March 2009 (EST)&lt;br /&gt;
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==Lye Maker==&lt;br /&gt;
Immigrant Lye Maker/Dabbling Leather Worker became a Legendary Leather Worker after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 11:31, 5 March 2009 (EST)&lt;br /&gt;
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==Weirdness==&lt;br /&gt;
I just had a dwarf with legendary siege operator/legendary pump operator/legendary record keeper/ competent mason /previous mayor, so various levels of social and military skills that took a craftsdwarf's shop.  I would have thought he'd take the mason's shop according to the rules here.  Maybe the record keeper ALWAYS takes the craftdwarf's shop? Also, it was a possessed mood, so maybe that makes a difference?--[[User:Kwieland|Kwieland]] 11:31, 10 March 2009 (EDT)&lt;br /&gt;
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Weird. I've had Legendary record keepers take appropriate workshops for their mood skills.  Ditto pump operator.  All my siege operators end up being dwarves who ended up with useless mood skills (generally because they had moods as children), but that would be really weird if SO was considered a moodable skill that took the *craftdwarf* workshop.  Too bad it was possession, we can't see where he got xp. --[[User:Squirrelloid|Squirrelloid]] 15:04, 10 March 2009 (EDT)&lt;br /&gt;
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==Kablebes==&lt;br /&gt;
&lt;br /&gt;
Craftsdwarf's Workshop&lt;br /&gt;
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This building has been claimed by Zas Dedukudil, Farmer.&lt;br /&gt;
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Zas Dedukudil keeps muttering Kablebes...&lt;br /&gt;
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That is all. No other mutterings, nothing. --[[User:Zphobic|Zphobic]] 21:23, 15 April 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5285</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5285"/>
		<updated>2009-04-16T02:23:40Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
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&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
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:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
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::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
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:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
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I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
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I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
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The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
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:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
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Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
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It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
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One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
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List of non-trade skills:&lt;br /&gt;
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* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
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Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
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* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
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Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
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* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
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:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
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I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
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I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
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Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
Same thing happened to one of my lenegdary dwarves. He then went berserk in my legendary dining room.. in front of my crossbow champions. Blood ensued. And now it has happened again, my hard trained master glassmaker just stands in the meeting zone flashing purple excl. sign, despite the fact that magma glass furnace is up and running. Doh. --[[User:Alpha|Alpha]] 15:47, 17 March 2009 (UTC)&lt;br /&gt;
:And an update... this is pretty stupid. I've decided to build a regular glass furnace, just to see what happens, and guess what, my glassmaker happily proceeded to claim it and made me a ''Lushutilun Othornoshtath, Guilthaled the Erased Devourer'', a green glass statue. Neat-o. --[[User:Alpha|Alpha]] 16:02, 17 March 2009 (UTC)&lt;br /&gt;
::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
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Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
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i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)&lt;br /&gt;
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== Tanner fixed ==&lt;br /&gt;
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I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
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:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
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I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
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mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
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It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
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Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
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Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
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:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
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Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
::Ditto.  A glassmaker got possessed and refused to use my magma glass furnace.  I had to build a regular one. --[[User:Schwern|Schwern]] 19:33, 27 December 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC)&lt;br /&gt;
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== Possessed Child ==&lt;br /&gt;
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I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
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Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
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::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;br /&gt;
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::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
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According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
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It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
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Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
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::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
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::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
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:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
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:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
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== Two missing labors ==&lt;br /&gt;
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Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
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:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
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:Confirmed that strand extractor doesnt have an associated strange mood. My strand extractor/fish cleaner/grower entered a strange mood and became a legendary bone carver. --[[User:Paradigmlost|Paradigmlost]] 06:15, 9 February 2009 (EST)&lt;br /&gt;
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== Order of stuff ==&lt;br /&gt;
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I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
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::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
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:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
&lt;br /&gt;
:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fell Mood Demands ==&lt;br /&gt;
&lt;br /&gt;
It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confusing macabre mood ==&lt;br /&gt;
&lt;br /&gt;
My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Carpenter?  Or wood crafter?  Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?).  And what is roach rock?  Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Carpenter. It's still a smelter, yes.  &amp;quot;This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach  chitin and dwarf bone. This object menaces with spikes of rat leather.&amp;quot;--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Hmm.  Post that one on the forums, find out if it's an actual bug.  Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::  :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.&lt;br /&gt;
&lt;br /&gt;
: I've just had a similar occurance.  Immediately after a goblin ambush (that killed 5 of my soldiers and caused major unhappiness in many dwarves), one dwarf that had lost a friend but was just &amp;quot;content&amp;quot; clained a tanner's workshop, grabbed a rhesus macque chunk, and made a rather boring rhesus macaque leather amulet (no embelishments apart from rhesus macaque leather bands).  It did have quite an impressive name though - Gethustongos Nelas Luror, &amp;quot;Harshtainted the Flicker of Cruelties&amp;quot;.  The dwarf herself became a Legendary Weaponsmith, despite having no weaponsmithing skill! (Her highest skill was unlabled armoring). [[User:Iapetus|Iapetus]] 19:47, 10 January 2009 (EST)&lt;br /&gt;
::I imagine the requirement for a macabre/fell mood is having a thought psychology of less than 0 (being 'unhappy'). &amp;quot;Quite Content&amp;quot; shows up until -25, and then 'fine' is -26 to -50, so either of these diagnoses would theoretically qualify for a fell/macabre mood. --[[User:ThunderClaw|ThunderClaw]] 12:05, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rough Gems ==&lt;br /&gt;
&lt;br /&gt;
EVERY Fey Mood that has happened for the last 3 years has required Rough Gems!  Argh!  Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it.  I do not have Rough Gems.  You cannot buy Rough Gems.  My fortress will die slowly and painfully without Rough Gems.  Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems?  Can it be made good enough with a mod?  --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called &amp;quot;legendary&amp;quot; dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Regarding &amp;quot;why isn't raw green glass good enough when they want rough gems&amp;quot; -- it is good enough.  I've had fey dwarves grab raw green glass a half-dozen times.  I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trapper?==&lt;br /&gt;
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Craftdwarf's Workshop==&lt;br /&gt;
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter.  I think that &amp;quot;Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop...&amp;quot; might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop.  Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the lyemaker had no other (non-social) skills.  He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Figure this falls here.  Had a Potash Maker refuse every shop I built, I had thought I had a craft shop.  Turns out it was forbidden, I reclaimed it and he claimed it for his mood.  I think this is verified.--[[User:Draco18s|Draco18s]] 15:18, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Time limit of a mood. ==&lt;br /&gt;
&lt;br /&gt;
Do we have a fix on the exact time the player has to satisfy a mood before the dwarf goes insane?  Any clue on whether it's fixed or variable?&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)&lt;br /&gt;
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injured with Mood? ==&lt;br /&gt;
&lt;br /&gt;
I recently had a recruit break his arm in sparring, you know... dwarf stuff, anyways he went into a strange mood and now hes magically up out of bed and walking around to the workshop. Will this work too if the dwarf has a broken leg? EDIT: The dwarf just fell on the ground unconcsious... This could be a big problem&lt;br /&gt;
&lt;br /&gt;
:I just had a dwarf who'd been resting for months with a broken left upper leg and broken lower body rise up and crawl to the mason's workshop. The power of Armok compels her! [[User:Heartofgoldfish|Heartofgoldfish]] 02:44, 13 February 2009 (EST)&lt;br /&gt;
::Her injuries weren't ones that would make her pass out, and so, she's completed Nishuthir, a limestone weapon rack! [[User:Heartofgoldfish|Heartofgoldfish]] 03:53, 13 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Siege Operator==&lt;br /&gt;
Is listed in the table as using a mechanics workshop.  In the text to the left of the table says the dwarf will use a craftsdwarf's workshop. Which is correct?--[[User:Kwieland|Kwieland]] 13:16, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Siege operation produces nothing, so I'm fairly certain they use a craftdwarfs shop.  But then, I've never had a Siege Operator (as highest skill) have a mood, so i can't absolutely verify that.  I'd say even Siege Engineers need verification on what they do with moods - I've never seen one. --[[User:Squirrelloid|Squirrelloid]] 20:54, 2 March 2009 (EST)&lt;br /&gt;
::I agree with your comments.  Since I am using siege operators as a cross-training tool, several of my dwarfs are at legendary status.  Each of them are dabbling weapon/armor smiths, so I'll update it when they get a mood.  My last mood was a soldier with lots of soldier skills, but dabbling in metalwork, armor, and weaponsmith.  I got a legendary weaponsmith out of it - Woot!  Woot!&lt;br /&gt;
::As for the Siege engineer, I don't think they would produce a catapult or ballista part artifact.  It just doesn't make sense.  But, I agree, we definitely need to verify that one. --[[User:Kwieland|Kwieland]] 13:50, 3 March 2009 (EST)&lt;br /&gt;
::I had a dwarf (legendary siege op., novice clothes, stone crafter, dabbling other things) get a mood.  He took a craftsdwarf's workshop. [[User:Squirrelloid|Squirrelloid]], do you want to fix the front page?--[[User:Kwieland|Kwieland]] 20:58, 4 March 2009 (EST)&lt;br /&gt;
:::Reasonably certain I already made the correct change on presumption, but i'll take a look. (done) --[[User:Squirrelloid|Squirrelloid]] 08:20, 5 March 2009 (EST)&lt;br /&gt;
::::I edited that in about a month ago when I had an SO get a special mood and, yes, he claimed a mechanic's workshop. Probably worth verifying that independently but that's certainly what happened to me. [[User:Aosher|Aosher]] 09:13, 5 March 2009 (EST)&lt;br /&gt;
:::::The question would be 'was his highest mood skill mechanics', because that would cause him to take a mechanics workshop despite being a Siege Operator. --[[User:Squirrelloid|Squirrelloid]] 09:36, 5 March 2009 (EST)&lt;br /&gt;
::::::I'm pretty sure I checked and that it was siege operation; although I wouldn't swear that I remember it clearly, I'd like to think that I would have checked before wikifying it. Certainly worth keeping the verify tag for now, though. [[User:Aosher|Aosher]] 09:51, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Butcher==&lt;br /&gt;
Had a Butcher/Dabbling Tanner become a Legendary Tanner after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 08:23, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Lye Maker==&lt;br /&gt;
Immigrant Lye Maker/Dabbling Leather Worker became a Legendary Leather Worker after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 11:31, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weirdness==&lt;br /&gt;
I just had a dwarf with legendary siege operator/legendary pump operator/legendary record keeper/ competent mason /previous mayor, so various levels of social and military skills that took a craftsdwarf's shop.  I would have thought he'd take the mason's shop according to the rules here.  Maybe the record keeper ALWAYS takes the craftdwarf's shop? Also, it was a possessed mood, so maybe that makes a difference?--[[User:Kwieland|Kwieland]] 11:31, 10 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Weird. I've had Legendary record keepers take appropriate workshops for their mood skills.  Ditto pump operator.  All my siege operators end up being dwarves who ended up with useless mood skills (generally because they had moods as children), but that would be really weird if SO was considered a moodable skill that took the *craftdwarf* workshop.  Too bad it was possession, we can't see where he got xp. --[[User:Squirrelloid|Squirrelloid]] 15:04, 10 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Kablebes==&lt;br /&gt;
&lt;br /&gt;
Craftsdwarf's Workshop&lt;br /&gt;
This building has been claimed by Zas Dedukudil, Farmer.&lt;br /&gt;
Zas Dedukudil keeps muttering Kablebes...&lt;br /&gt;
&lt;br /&gt;
That is all. No other mutterings, nothing. --[[User:Zphobic|Zphobic]] 21:23, 15 April 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25047</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25047"/>
		<updated>2009-04-15T04:46:41Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: removed dead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being the notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[fortification|fortifications]] will allow the passage of [[magma]], but not [[Magma man|magma men]]. [[Creatures]] may spawn behind fortifications (or [[grate]]s or whatever) making it look like they passed it if it's too close to magma pipe (in same [[biome]]). Also, there is a bug with fluids which may sometimes let magma push living things through places they shouldn't be able to access.&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17986</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17986"/>
		<updated>2009-04-10T02:38:30Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Elves in Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[Map_legend#Sites|forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area are named. They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, [[wood]]en items, and some [[wood]]. They may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s. They are very picky about what they will accept in return: Elves will accept anything except items directly made out of or decorated with wood. This includes glass items.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently  acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]]. They also no longer mind purchasing blood-soaked items.&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered [[trees]] by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elven society ==&lt;br /&gt;
The ethics of elven society are substantially divergent from other races; [[liar|Lying]] is punishable by exile, the killing of plants is an unthinkable crime, and eating the corpse of one's opponent in battle is socially acceptable.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a set of basic wooden [[armor]] that lacks protection for the torso. This limitation often leads to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, though they also have a natural armor penalty which causes them to take slightly more damage than normal. Their main redeeming quality is their speed, being roughly 20% faster than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Those that live among other races may have metal or leather armor fitted for a narrow frame, though elven shopkeepers in human towns will still only sell human equipment. Elven adventurers may equip any metal weapons or [[shield]]s they come across, just like any other.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27464</id>
		<title>40d:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27464"/>
		<updated>2009-04-09T02:31:00Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Soap''' is manufactured at the [[Alchemist's laboratory]] from animal [[tallow]] and [[lye]]. It appears to have no current use except as a [[trade]] item or to build constructs out of. It can become quite valuable as its value is 25 multiplied by the [MODVALUE:] of the creature whose fat it is made from. This means that soaping is a good way to get value out of [[megabeast]] fat. For example, soap made from dragon tallow is worth 1250☼. Soap does not get a quality bonus.&lt;br /&gt;
&lt;br /&gt;
Constructions made from bars of soap are white, and require the [[Masonry]] labor to build.&lt;br /&gt;
&lt;br /&gt;
Value: 25&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25046</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25046"/>
		<updated>2009-04-08T04:03:57Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being a notable exception).  [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=001614]&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[fortification|fortifications]] will allow the passage of [[magma]], but not [[Magma man|magma men]]. [[Creatures]] may spawn behind fortifications (or [[grate]]s or whatever) making it look like they passed it if it's too close to magma pipe (in same [[biome]]). Also, there is a bug with fluids which may sometimes let magma push living things through places they shouldn't be able to access.&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2973</id>
		<title>40d:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2973"/>
		<updated>2009-04-06T03:11:05Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wood''' is produced by {{Key|d}}[[designation|esignating]] {{Key|t}}[[tree|rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees (which will turn them into '''logs''', the raw form of wood).&lt;br /&gt;
&lt;br /&gt;
Wood (and wooden goods, such as [[barrel]]s) are often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]].  The [[wagon]] you start the game with can also be dismantled for three tower-cap logs.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which takes three years.  Saplings will randomly appear in appropriate outdoors [[soil]] to provide a slow (but steady) supply of wood. If you have [[revealed tile|discovered]] a [[underground pool|cave pool]] or [[cave river]], muddy, certain areas underground will spawn [[tower-cap]] mushrooms, which can also be harvested for wood.  Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
Every different type of log (chestnut, ash, maple, etc.) is functionally the same except for their weights.  Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is extremely light, with a density of 100, and glumprong wood is the heaviest, with a density of 1200.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate]] forest&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Tropical forest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Taiga]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Flatland]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Swamp]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Desert]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40698</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40698"/>
		<updated>2009-03-30T03:55:20Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Equipment */ the game is case-sensitive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but gaining valuable experience. Dwarves tend to knock each other around while sparring, so build your barracks at least 10 tiles away from such hazards as stairs, wells, [[magma]], and chasms.  Furniture in the barracks (such as beds) will not impede sparring, and sparring soldiers cannot harm other creatures, even if they are in the same tile.  Sparring also does not wake sleeping dwarves -- it is a common sight to see two dwarves wrestling on top of a bed while another dwarf sleeps in it, oblivious.&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly. Squads tend to travel everywhere together, including during their training time, so dwarves of similar skill levels can be grouped to enhance the effectiveness of their training.&lt;br /&gt;
&lt;br /&gt;
Note: The champions are under no obligation to not crush your windpipe with a single blow.  This is not a karate class, this is a bunch of dwarves punching each other until they learn not to be punched.  You do not get a fancy rainbow of belts, and you are not guaranteed to survive.  But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including [[shield]]s.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other [[weapon]]s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|w}}eapons selection.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal in unfortunate cicrcumstances. Do not be surprised if you see a recruit or wrestler die of suffocation. Even minor damage to nervous tissues in the brain, neck, and spinal cord never heal and dwarves with these injuries will never spar again, they will still fight, and if equipped with a [[crossbow]], they will still shoot at archery ranges.&lt;br /&gt;
&lt;br /&gt;
If a military dwarf gets a minor nervous injury before gaining much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Fortress Guard), and a new dwarf can claim their weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.  There are plans to allow these more serious wounds to &amp;quot;heal over&amp;quot;; such wounds will be permanent, but the pain will go away, the wound will scar over, and the dwarves will be able to get back to their normal duties in a limited fashion (see [[Future of the Fortress]]).&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]].&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping armor and shields. [[Bronze]] is good, [[iron]] better, [[steel]] best of all. [[Quality]] matters, each level represents 20% higher effectiveness of the piece--up to double for masterworks. Note that dwarves can wear plate body armor overtop chain body armor. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
*Equipping soldiers with weak [[silver]] or [[Wood|wooden]] weapons is an excellent way to reduce the risk of injury. These do only half of the damage of [[iron]] weapons. Note that wooden melee weapons can only be obtained through trade with the [[elves]]. Beware, as it can be time consuming to force your soldiers to switch back to metal weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
*It is worth noting that Guards spar just like off-duty soldiers, when they are not on patrol. Recruiting directly from the Fortress Guard and Royal Guard will help ensure that even the newest recruits will have at least ''some'' training should they be sent into battle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: [[metal]] bolts will not be wasted on target practice. The shooting range must also be designated properly from the archery target (see that article for more information).&lt;br /&gt;
&lt;br /&gt;
Marksdwarves do not gain any skills other than [[Marksdwarf]] while shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks to improve their odds against return fire (or a close-quarters ambush). If you choose to forego this melee training, marksdwarves can safely be assigned leather armor--without the [[Armor user]] skill, metal armor will make them much less effective in combat.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will use the [[hammerdwarf]] skill to spar if there are no wood or bone bolts available. Crossbows don't make very dangerous melee weapons, even if they are metal, but it can be a serious problem for your marksdwarves if strong melee fighters are in the squad.&lt;br /&gt;
&lt;br /&gt;
== Live combat training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat, too. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle.  [[Goblins]] captured in a [[cage trap]] and released into a pit count as real combat for the purposes of marksmanship training.  Stripping the goblins of their weapons can make them effective single-use sparring partners for well-armed dwarves.  Leaving the goblins in their armor increases the duration and benefit of the single sparring session, but also slightly increases the risk of a dwarf getting hurt.&lt;br /&gt;
&lt;br /&gt;
An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a well-armed and armoured Legendary Champion can cut a swathe through an invading column without taking a scratch--at least, so long as there are no enemy archers on the field.  &lt;br /&gt;
&lt;br /&gt;
[[Miner]]s fight with their [[pick]], and use their mining skill to wield it. An expert miner can quickly level-up when sparring 'unarmed'; watch out for injuries.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
*[[Cross-training]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pump_operator&amp;diff=23251</id>
		<title>40d:Pump operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pump_operator&amp;diff=23251"/>
		<updated>2009-03-29T04:27:58Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f00&lt;br /&gt;
| skill      = Pump Operator&lt;br /&gt;
| speciality = Pump Operator&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = Pump Operating&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Operate a Pump&lt;br /&gt;
| workshop   = [[Screw Pump]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''pump operator''' [[job]] is enabled in [[dwarves]] to allow them to use [[screw pump|screw pumps]] designated to &amp;quot;start pump manually&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This is useful for starting a [[Water wheel#perpetual motion|perpetual motion]] power plant, and the job can also be used to get dwarves without specialized [[skills]] (such as haulers) experience for [[attributes|stat]] gains.  However, it's not recommended to put fortress critical pumps on manual labor, because if your lazy pump operators all try to sleep or eat or party at once the pumping stops.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pump_operator&amp;diff=23250</id>
		<title>40d:Pump operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pump_operator&amp;diff=23250"/>
		<updated>2009-03-29T04:27:44Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f00&lt;br /&gt;
| skill      = Pump Operator&lt;br /&gt;
| speciality = Pump Operator&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = Pump Operating&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Operate a Pump&lt;br /&gt;
| workshop   = [[Screw Pump]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''pump operator''' [[job]] is enabled in [[dwarves]] to allow them to use [[screw pump|screw pumps]] designated to &amp;quot;start pump manually&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This is useful for starting a [[Water wheel#perpetual motion|perpetual motion]] power plant, and the job can also be used to get dwarves without specialized [[skills]] (such as haulers) experience for [[attributes|stat]] gains.  However, it's not recommended to put fortress critical pumps on manual labor, because if your lazy pump operators all try to sleep or eating or party at once the pumping stops.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Guard&amp;diff=30594</id>
		<title>40d:Guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Guard&amp;diff=30594"/>
		<updated>2009-03-28T22:49:00Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''guard''' is a dwarf who is serving in either the [[fortress guard]] or [[royal guard]]. In Fortress Mode you may occasionally see an invader with this profession as well.&lt;br /&gt;
&lt;br /&gt;
'''Guards in Adventure Mode''' are fairly common in most towns and cities. They are equipped with a variety of weapons and armour, the quality of which varies with the wealth of the town/city they are defending. Guards will intercept dangerous animals, enemies of their group/civilisation and thieves, all with deadly force. It is not known whether the traditional 'Stop right there criminal scum' warning is given, but either way, guards in the current version of dwarf fortress are only interested in killing their intended target.&lt;br /&gt;
&lt;br /&gt;
Because Guards in Adventure mode are busy with their duties, they will not join your adventuring party.&lt;br /&gt;
&lt;br /&gt;
If you embark on a settlement with '''Guards in Fortress mode''', they will stay, providing your budding fortress/castle/whatever with a ready made defense force, albeit one which is beyond direct control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Professions]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gremlin&amp;diff=44666</id>
		<title>40d:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gremlin&amp;diff=44666"/>
		<updated>2009-03-22T02:55:05Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Gremlin|symbol=g|color={{COLOR:2:0:1}}|butcher=no|bones=4|fat=1|skin=Yes|skulls=1|chunks=4|meat=4|biome= * [[Chasm]]}}&lt;br /&gt;
&lt;br /&gt;
'''The Gremlin''' is a little mischievious critter that lives near [[chasm]]s. They can avoid [[trap]]s and like pulling [[lever]]s{{verify}}. They can live up to 1000 years old and even though they don't have a [[pet]] [[tame|value]], they are exotic pets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GREMLIN]&lt;br /&gt;
	[NAME:gremlin:gremlins:gremlin]&lt;br /&gt;
	[TILE:'g'][COLOR:2:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[LOCKPICKER][TRAPAVOID][MISCHIEVIOUS]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[POPULATION_NUMBER:1:1]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][PET_EXOTIC]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:50:75:100]&lt;br /&gt;
	[PERSONALITY:ADVENTUROUSNESS:50:75:100]&lt;br /&gt;
	[PERSONALITY:LIBERALISM:50:75:100]&lt;br /&gt;
	[PERSONALITY:ORDERLINESS:0:25:50]&lt;br /&gt;
	[PERSONALITY:DUTIFULNESS:0:25:50]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20156</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20156"/>
		<updated>2009-03-20T00:53:21Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Labor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Dwarves]] are considered '''children''' for their first twelve years. They learn how to become a [[dwarf]] through living in and participating in dwarven society with no formal schools, apprenticeships or other formal learning; even parenting seems quite minimal.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; dwarves may also give birth to children. This can be stopped or reduced by editing the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Some fortresses seem to have a higher fertility rate than others.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, they are looked after by their parents, who will continue working, leaving the baby in the [[workshop]] if they go to get materials. It is thought that babies sharing a tile with their parents always lie down, not the parent. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother dies the baby will almost always head to the nearest ledge and throw itself off of it, they will continue to do this until they either die or they grow to be a child.  Orphans are never adopted by other dwarves.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
Children may not be assigned any labors, but perform some activities without any intervention:&lt;br /&gt;
&lt;br /&gt;
* socialising, through arranging [[party|parties]] in [[meeting hall]]s;&lt;br /&gt;
* [[harvest|harvesting]] [[crops]], if the 'All dwarves harvest' order is on;&lt;br /&gt;
* removing [[construction]]s (such as [[wall]]s, [[floor]]s, [[ramp]]s);&lt;br /&gt;
* pulling [[lever]]s;&lt;br /&gt;
* filling designated ponds;&lt;br /&gt;
* [[hauling]] items to the [[trade depot]];&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]], although babies seem to be able to.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Children seem to eat and drink with similar preferences to adult dwarves, including a preference for [[alcohol]] over plain [[water]]. &lt;br /&gt;
&lt;br /&gt;
==Kidnapping==&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap young dwarves by stuffing one in a sack and hightailing it out of there. Like stolen objects, children who are removed from the map are lost forever, for now. [[Toady]] has hinted that slaves can be freed in future version.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
[[Strange mood]]s affect children in the same way as adults. [[Experience]] gained through a strange mood will lead to the dwarf having legendary skill in either [[woodcrafting]], [[bone carving]] or [[stonecrafting]], depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
==Adulthood==&lt;br /&gt;
At the age of twelve, children become adult [[dwarf|dwarves]]. While most then become unskilled peasants, those who have successfully completed a strange mood other than possession will become legendary [[craftsdwarf|Craftsdwarves]]; those who help in harvesting plants throughout childhood may have built up sufficient experience points in the [[grower]] skill to become [[Planter]]s. &lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst. This is aimed to be fixed at a later update.&lt;br /&gt;
&lt;br /&gt;
==Military Children==&lt;br /&gt;
&lt;br /&gt;
Although possibly not a bug, children with military mothers will be carried joyfully into battle and usually slaughtered wholesale.  Deactivating the mother's military commission may be the best idea to keep the children alive and the parents from throwing [[tantrum]]s when a stray [[bolt]] hits the child. However, If the dwarven parent in question can be kept happy, Dwarven babies make ''excellent'' combat armour.&lt;br /&gt;
''&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27463</id>
		<title>40d:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soap&amp;diff=27463"/>
		<updated>2009-03-19T05:39:04Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Soap''' is manufactured at the [[Alchemist's laboratory]] from animal [[tallow]] and [[lye]]. It appears to have no current use except as a [[trade]] item or to build constructs out of. It can become quite valuable as its value is multiplied both by the base 25 and the [MODVALUE:] of the creature whose fat it is made from. This means that soaping is a good way to get value out of [[megabeast]] fat. Soap does not get a quality bonus.&lt;br /&gt;
&lt;br /&gt;
Constructions made from bars of soap are white, and require the [[Masonry]] labor to build.&lt;br /&gt;
&lt;br /&gt;
Value: 25&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19807</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19807"/>
		<updated>2009-03-19T03:44:39Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: /* Living Shields Companions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that sealed the fate of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high [[weapon]] [[skill]] (except [[bow]]s and [[crossbow]]s) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some [[buildings]]. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.&lt;br /&gt;
&lt;br /&gt;
==== Selling ====&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapons]] or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Traveling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into &amp;quot;---&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds a lot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot [[arrow]]s or [[bolt]]s at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Sand piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Adventurers are liable to be [[Wound|wounded]] by the slings and *&amp;lt;&amp;lt;-iron arrows-&amp;gt;&amp;gt;* of outrageous fortune, as well as an assortment of environmental hazards. Healing works the same way as in Fortress mode; Scrapes and bruises heal up very quickly, but broken and mangled limbs take months, and nervous system injuries never heal.&lt;br /&gt;
&lt;br /&gt;
Fortunately, by pressing {{key|T}}, and travel at least 1 tile in any direction on the regional map, all wounds will be miraculously healed. Lost limbs and other bodyparts will not be regenerated, however, so if you're not careful (or very unlucky) your adventurer may soon be investing in an eyepatch. (Now if only there were peg legs...) For more information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thirsty, and drowsy. Make sure your [[waterskin]] is always filled (fresh [[water]] at the [[Temple|temples]]); you carry 1-2 stacks[5] of [[food]]; and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. &lt;br /&gt;
&lt;br /&gt;
In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].&lt;br /&gt;
&lt;br /&gt;
Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!&lt;br /&gt;
&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks. They are found in human towns inside the [[tavern]] with the [[Mayor]] (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok, its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders (Unless, of course, you enjoy [[Fun]])!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient [[shield]] user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although I eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And I was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them I threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) I grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at.  Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones.  This is also worth noting to avoid wasting ammunition on fallen targets.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps a lot when fighting. How to best train yourself?&lt;br /&gt;
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==== Throwing ====&lt;br /&gt;
To find rocks simply hit {{k|l}} and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. [[limestone]]) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with [[pebbles]], pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.&lt;br /&gt;
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''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in &amp;quot;t&amp;quot; position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on &amp;quot;b&amp;quot; position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, which will slow you down. Another solution to this is to switch the ''pick up'' and ''announcements'' keys, so you can press {{k|a}} to pick up an item and {{k|a}} to pick up rock.&lt;br /&gt;
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Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
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You can also throw other stuff you find, like flies, beetles, worms, and even vomit or [[sand]]. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. [[iron_man|Iron men]] are fun, because they leave behind a nice [[statue]] for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and [[spear]]s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. &lt;br /&gt;
&lt;br /&gt;
Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable - train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).&lt;br /&gt;
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Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot, and breaking that legendary swordsmans sword hand at the begging of the fight will make him laughably weak. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
A good way to train wrestling is to find an undead region on the map- preferrably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie [[elephants]]. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alive.&lt;br /&gt;
&lt;br /&gt;
Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.&lt;br /&gt;
&lt;br /&gt;
Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes.&lt;br /&gt;
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When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.&lt;br /&gt;
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This can also be done at ruins, but you run the risk of weapon-carrying enemies and especially weaponmaster quest-zombies. In an undead ruin, there are also far, far more monsters in the area compared to hunting down a pack of undead animals.&lt;br /&gt;
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Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak.  The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.&lt;br /&gt;
&lt;br /&gt;
Yet another alternative is presented by fish.  No harmful wrestling moves can be performed on them so cornering a carp, tigerfish, or milkfish will raise wrestling quickly, while training swimming.  Avoid hippopotamus infested waters.&lt;br /&gt;
&lt;br /&gt;
A final option presents itself when exploring caves, there are many weak enemies to be found here, choose one (say a ratman) and walk up to it, grabbing it perform a takedown. Before it can stand up grab its arm and try to break it, as soon as it gets up perform another takedown, continue to break all the joints in both of your &amp;lt;s&amp;gt;toy's&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;victim's&amp;lt;/s&amp;gt; opponent's arms and then move on to legs, finaly gouge out its eyes and begin strangling it to death. This gives you plenty of wrestling exp with very little risk as the enemy will only get in one or two strikes before being taken down after which it will prioritise standing back up.&lt;br /&gt;
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==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or [[river]] you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
Another option is to find a body of water with a ramp into it. Walk down the ramp into the water, which will cause you to start &amp;quot;drowning&amp;quot;. However, you can simply walk back out after 10 turns or so to stop drowning, and you will have gained some swimming skill. Repeat until you reach novice skill. If you don't have an abandoned fortress set up for this, slopes into water can be found at ocean beaches.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
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If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
==== Armor and Shield Use ====&lt;br /&gt;
&lt;br /&gt;
Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor - a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. &lt;br /&gt;
&lt;br /&gt;
Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.&lt;br /&gt;
&lt;br /&gt;
Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.&lt;br /&gt;
&lt;br /&gt;
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie [[groundhog]]) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal.&lt;br /&gt;
&lt;br /&gt;
Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.&lt;br /&gt;
&lt;br /&gt;
It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spear-catchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs/sand at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave&amp;diff=13983</id>
		<title>40d:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave&amp;diff=13983"/>
		<updated>2009-03-19T03:43:38Z</updated>

		<summary type="html">&lt;p&gt;Zphobic: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave''' is a natural formation that occurs in mountainous or rocky areas. Some caves may contain hostile [[creatures]] or [[water]], and vary in size from a few tiles to long, winding passageways. Caves can span many z-levels up and down.&lt;br /&gt;
&lt;br /&gt;
Caves tend to be somewhat rare when placing a fortress, the best way to find them is to take quests, ask about the surroundings, and scout for them in [[adventure mode]]. This will place them on your map, and also on the embark map for [[fortress mode]] making it much easier to build on them.&lt;br /&gt;
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{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zphobic</name></author>
	</entry>
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