https://dwarffortresswiki.org/api.php?action=feedcontributions&user=MathFox&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T02:38:58ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=Quickstart_guide&diff=295432Quickstart guide2023-10-04T22:00:02Z<p>MathFox: /* Labor and work details */ Therapist has 0.50.x support</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
:''For installation instructions, see [[Installation]].''<br />
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''<br />
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''<br />
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}<br />
<br />
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.<br />
<br />
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]<br />
<br />
__TOC__<br />
<br />
= Common UI Concepts =<br />
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}<br />
<br />
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].<br />
{{KeyConventions}}<br />
<br />
== Options menu ==<br />
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}<br />
<br />
Basic game-related tasks (saving, quitting, settings, etc.) are available on the options menu, which can be reached with {{Menu icon|Esc}} from the main screen. {{K|Esc}} again or {{K|right click}} will close the menu. This menu also shows the current or previous music track.<br />
<br />
For more information see [[Saved_game_folder#Saving|Saving]], [[Reclaim fortress mode]], and [[Settings]].<br />
<br />
=World Generation=<br />
First, [[World generation|create a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no "default" or "standard" world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.<br />
<br />
{{TipBox2|titlebg=#00a|Starting World|<br />
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create new world}} option in the main menu with the following options:<br />
<br />
* {{DFtext|World map size}} at {{DFtext|Medium|3:1}}<br />
<br />
* {{DFtext|History length}} at {{DFtext|100 years|3:1}}<br />
<br />
* {{DFtext|Number of Civilizations}} at {{DFtext|Medium|3:1}}<br />
<br />
* {{DFtext|Number of Sites}} at {{DFtext|Medium|3:1}}<br />
<br />
* {{DFtext|Number of Beasts}} at {{DFtext|Low|3:1}}<br />
<br />
* {{DFtext|Natural Savagery}} at {{DFtext|Very Low|3:1}}<br />
<br />
* {{DFtext|Mineral Occurrence}} at {{DFtext|Everywhere|3:1}}<br />
}}<br />
When it's finished choose {{DFtext|Play now}}, the game will save the world and then ask for a game type, choose {{DFtext|Fortress}}. The game will then quickly simulate two weeks of world activity and then offer a tutorial.<br />
<br />
=Tutorial=<br />
The in game tutorial is quite good and it is strongly suggested that new players play through it at least once. It will automatically choose a site for the fortress as well as dwarves and supplies. It will then show you how to use the [[interface]] to strike the earth and get started on your fortress. If a tutorial window is covering a part of the interface you are trying to use, you can roll up the window with the {{K|^}} button. You can replay any part of the tutorial at any time by pressing the {{K|?}} button next the minimap; this also provides a list of non-interactive guides on many parts of the game.<br />
<br />
= Embark =<br />
{{main|Embark}}<br />
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. If you choose to {{DFtext|Start tutorial|7:2:1}} the game will do it all for you, flashing the location of the site it chose, then skipping straight to your arrival there. It is the quickest way to start.<br />
<br />
If you choose {{DFtext|Skip tutorial|7:4:1}}, you'll get some good advice not to ignore any warnings about the site. You can then look around by pointing at locations to see details, zoom in with {{k|left click}}, and zoom out with {{k|right click}} (if any menu is open right click closes it instead.) However, the quickest way to find your own site is by clicking {{DFtext|Find embark location}} (available when the map is zoomed out).<br />
<br />
== Choosing a Good Site ==<br />
Choosing a decent embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage.<br />
<br />
{{ambox<br />
|type=type<br />
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in a potential site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.<br />
}}<br />
<br />
<br />
{{TipBox2|titlebg=#00a|Starting Site|<br />
[[File:DFwikiStartingSiteExample.png|thumb|350px|An example of a good starting location, note details in the top-right corner]]<br />
For your first game, find a site with the following properties:<br />
*'''NO [[Aquifer]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)<br />
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)<br />
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.<br />
*A '''River'''<br />
The following are also good to have, but focus on getting a decent site, not a perfect one.<br />
*'''[[Climate|Temperature]]:''' Warm or Temperate<br />
*'''Clay, Sand, or Soil''' makes farming easier when starting out, also can enable pottery or glass<br />
*'''Flux stone layer''' For a steel industry<br />
*Avoid sites containing '''towers''', '''goblins''', or other groups at war with you.<br />
*The site should be on the same land mass as an active dwarven civilization.<br />
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}<br />
<br />
[[File:Quickstart-finder-v50.png|thumb|upright|right|Initial suggested finder criteria]]<br />
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help. (Different buttons are shown with the map zoomed out or in; left-click will zoom in on the map, right-click will close an open menu or zoom out.)<br />
<br />
Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region with a match will be indicated by a green rectangle or {{DFtext|X|2:1}}s on the map, or close partial matches by a yellow rectangle or red {{DFtext|X|5:1}}s. Clicking on one of those will zoom in to show the actual sites in much the same way (partial matches are instead yellow {{DFtext|X|7:1}}s in ASCII mode). On the zoomed in map, existing sites will be shown as red rectangles or {{DFtext|░|5:1}}s; or white rectangles or magenta {{DFtext|░|6:0}}s for sites of the currently selected dwarven civilization if that list is open.<br />
<br />
The {{DFtext|Choose origin civilization}} button on the zoomed out map shows a list of the dwarven civilizations on this world. Selecting one will center the map on their capital with a blue outline on each of their sites (no outline in ASCII mode), and show population and site counts.<br />
<br />
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4x4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.<br />
<br />
A possible cause of partial matches is that "Calm" surroundings can be rare, you can try "Wilderness" instead. Another is that "≤ Deep" doesn't include "very deep" soil, you can try "N/A" but make sure at least part of the site has some (it should since clay and sand count).<br />
<br />
You don't need a perfect site, but if you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.<br />
<br />
== Skills and Equipment ==<br />
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.<br />
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}<br />
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:<br />
*{{DFtext|Play Now!}}<br />
*{{DFtext|Prepare for the journey carefully}}.<br />
In addition, settings are also displayed on the right-hand side.<br />
Turn enemies to {{DFtext|Off}}. Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.<br />
{{clear}}<br />
<br />
=A Minimal Fortress=<br />
[[File:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]<br />
<br />
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.<br />
<br />
==Getting your bearings==<br />
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. You can zoom in and out with {{k|Ctrl}}-scroll wheel. Place the cursor on various tiles to familiarize yourself with what the symbols mean. If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon. (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.<br />
<br />
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.<br />
<br />
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.<br />
<br />
On the left, there are buttons for various message logs.<br />
<br />
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).<br />
<br />
==Controlling Your Dwarves==<br />
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. <br />
<br />
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.<br />
<br />
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.<br />
<br />
===Labor and work details===<br />
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=<br />
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): <br />
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.<br />
* '''[[Utility:DFHack|DFHack]]''' includes "Dwarf Manipulator", a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.<br />
}}<br />
{{Main|Labor}}<br />
<br />
'''Labors''' are how you control what types of tasks a dwarf is allowed to do. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.<br />
<br />
Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.<br />
<br />
Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to "everybody does this" to allow any idle dwarf to pick up the job.<br />
<br />
'''While you're here''', set the Hunters and Fisherdwarves work details to "nobody does this." Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).<br />
<br />
Also, the default embark comes with three pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.<br />
<br />
As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.<br />
<br />
The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:<br />
<br />
{| class="wikitable"<br />
! Category<br />
! Labor<br />
|-<br />
| Farming/Related || Wood Burning<br />
|-<br />
| Metalsmithing || Furnace Operating<br />
|-<br />
| Metalsmithing || Armoring<br />
|-<br />
| Metalsmithing || Weaponsmithing<br />
|-<br />
| Metalsmithing || Blacksmithing<br />
|-<br />
| Metalsmithing || Metalcrafting<br />
|-<br />
| Jewelry || Gem Cutting<br />
|}<br />
<br />
==Strike The Earth!==<br />
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|<br />
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?<br />
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{Menu icon|z|sep=-}} and click "Meeting Area". Draw a rectangle to create a meeting area, then click "Accept". ''See also the [[zone]] page for more information.''<br />
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}<br />
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.<br />
<br />
The digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{Menu icon|m|sep=-}}. There are multiple methods of digging:<br />
* '''[[Mining]]''' ({{K|m}}) removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).<br />
* '''[[Channel]]ing''' ({{K|m}}-{{K|u}}) removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).<br />
<br />
To designate an area for digging:<br />
#Hit {{K|m}} to bring up the digging orders menu.<br />
#Hit {{K|m}} to mine or {{k|u}} to channel (see above)<br />
#Draw a rectangular are you want to dig out.<br />
#A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}.<br />
<br />
[[File:DFwikiDigChannelDifference.png|225px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]<br />
<br />
{{TipBox2|titlebg=red|float=left|Channeling|<br />
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) <br />
<br />
<diagram><br />
Pit depth: 1 z-level 2 z-levels 2 z-levels<br />
Ground[%26] [#2:1]__[#4:1][%31][#2:1]__ __ __ __ [#4:1][%31][#2:1]_<br />
[#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] <br />
[#6:1][@4:1][%178][%178][%178][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] <br />
[#6:1][@4:1][%178][%178][%178][%178][%178][@#] [#6:1][@4:1][%178][%178][%178][%178][%178][@#] <br />
</diagram><br />
<br />
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of "downward ramps" can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.<br />
<br />
<small>Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.</small><br />
}}<br />
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.<br />
<br />
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.<br />
<br />
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)<br />
<br />
{{clear}}<br />
=== ''Additional miners'' ===<br />
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily:<br />
* Press {{Menu icon|y|sep=-}} to open the labor menu, and select "Miners" on the left side.<br />
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)<br />
* Click the check box next to the dwarf to enable the mining labor.<br />
* Exit with {{k|Esc}} or right mouse.<br />
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).<br />
<br />
'''Notes:'''<br />
* Each miner requires a [[pick]]. A standard embark comes with 3 picks. If you want more than three miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.<br />
* If you're digging a one-tile-wide hallway, only one miner can work from an end.<br />
* Mining, Wood Cutting, & Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.<br />
<br />
==Delving Secure Lodgings==<br />
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.<br />
<br />
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]<br />
<br />
<br />
=== ''Room dimensions'' ===<br />
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.<br />
<br />
=== ''Mining safety'' ===<br />
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one "wall" tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed "damp" tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).<br />
<br />
Also note that '''water can flow diagonally''':<br />
<diagram><br />
[#00f]≈[#]▓.▓ [#00f]≈[#]▓.▓<br />
▓▓.▓ ▓..▓<br />
<br />
[#0f0]ok[#] [#f00]flood[#]<br />
</diagram><br />
<br />
=== ''Stockpiles'' ===<br />
[[File:DFwikiStockpileMenu.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile by clicking on it to open the stockpile menu, and clicking "Custom". Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]<br />
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:<br />
#Hit {{Menu icon|p|sep=-}} to open the Stockpiles menu.<br />
#Click the plus sign at the bottom to add a new stockpile.<br />
#Draw a rectangle and click "Accept".<br />
#Click [[Stockpile#Custom_stockpiles|"Custom"]] to change the goods that the stockpile accepts. Enable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. To do this, first click "All" in the top left to enable everything, then go through each type you want to exclude, and click "None" in the top-center of the screen. This will reject all goods of that type.<br />
#{{k|Esc}} or right mouse twice to exit the stockpiles menu.<br />
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|p}}, clicking on the stockpile, then changing the stockpile settings as above.<br />
<br />
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.<br />
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.<br />
<br />
=== ''Stairways'' ===<br />
<br />
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|<br />
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or "space between floors"). The confusingly named "down" and "up" [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''<br />
<br />
When you designate a staircase to be dug out, the top level will be down-stairs, any inner levels will be up/down stairs, and the bottom level will be up-stairs.<br />
}}<br />
<br />
Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.<br />
<br />
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]<br />
<br />
{{clear}}<br />
<br />
==Temporary Meeting Area==<br />
[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the "north" side of this room is directly below the lake in the level above, but no water is present.]]<br />
<br />
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{Menu icon|z|sep=-}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select "Meeting area", draw the rectangle, filling the entire room, and click "Accept". Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. <br />
<br />
NOTE: Again, make sure your [[Zones|activity zone]] is already mined out before attempting to designate the meeting area.<br />
<br />
{{clear}}<br />
<br />
==Refuse==<br />
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]<br />
Outside your fort entrance, use {{Menu icon|p|sep=-}} and click the "plus stockpile" icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -> remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.<br />
{{clear}}<br />
<br />
==Food==<br />
<br />
Food is necessary for your dwarves' survival - to keep functioning, they require constant supplies of food and drink - the amount of food and drink currently available is displayed in the status bar at the top of the screen. Luckily, your dwarves will eat almost everything raw, including plants.<br />
<br />
===''Farming''===<br />
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.<br />
<br />
{{Dual image<br />
|premium=File:DFwiki5by53by3farm.png<br />
|classic=File:Quickstart_layout_3.png<br />
|width=150px<br />
|caption=A 5x5 room with a 3x3 farm plot<br />
}}<br />
<br />
<!-- EXPAND (maybe with help for locating soil, etc --><br />
<sub>* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.</sub><br />
<br />
Use {{Menu icon|b|o|f|p|sep=-}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.<br />
<br />
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to "Everybody does this", so there's no need to change this now.<br />
<br />
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, click on it, and set the plot to grow [[plump helmet]]s during all seasons. You need to go through each season tab to enable plump helmets in all seasons &mdash; otherwise you'll end up with an idle field for 3/4ths of the year.<br />
<br />
Later, if you are curious what is planted in each plot this season and how much, click on the plot and it will show the list of seeds currently planted. There is no icon for a partially grown plant, so an empty field will look identical to a fully planted field until your crops are ready for harvest.<br />
<br />
Note that a default embark starts with ''five'' plump helmet seeds &mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.<br />
:''For more troubleshooting tips, see [[How do I build a farm]]''<br />
{{clear}}<br />
<br />
=== ''Emergency food sources'' ===<br />
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:<br />
<br />
==== ''Plant gathering'' ====<br />
If you have shrubs ({{raw tile|"|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gatherers}} work detail, and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{K|g}}ather plants on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).<br />
<br />
====''Butchering''====<br />
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop {{Menu icon|b|o|f|b|sep=-}} and mark one of your animals for slaughtering (press {{k|u}}, click on "Pets/Livestock", and click the meat cleaver next to the animal you want to slaughter). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.<br />
<br />
==Building material==<br />
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5x5) to obtain stone.<br />
<br />
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)<br />
<br />
===''Woodcutting''===<br />
{{Update in next major version}}<br />
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one with {{Menu icon|b|o|p|sep=-}}), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{Menu icon|l|sep=-}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).<br />
<br />
==Drinks==<br />
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a "water source" activity {{K|z}}one around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.<br />
<br />
You need a brewer to brew drinks. Fortunately, the brewing labor is enabled on all dwarves by default. If you want to change this later, use the [[Labor|labor menu]] ({{Menu icon|y|}}).<br />
<br />
[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]<br />
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:<br />
# Dig out a 3x3 area connected to the farm plot.<br />
# Use {{Menu icon|b|o|f|l|sep=-}} to build a still. Position it in the 3x3 area you just created.<br />
# Click on a building material for the still (this is probably one of the logs you just cut down by default).<br />
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).<br />
<br />
To brew drinks, click on the still, click "Add new task", and "Brew drink from plant". '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).<br />
{{clear}}<br />
<br />
==Pasture==<br />
{{TipBox2|float=right|Grazers|<br />
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)<br />
}}<br />
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{Menu icon|z|sep=-}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the "plus bunny" icon in the top right of the zone menu. This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured. If you intend to keep grazing animals permanently, you may need vastly larger pastures later. As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.<br />
<br />
==Designing your first fortress==<br />
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the "levels" described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.<br />
<br />
==Workshops==<br />
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is west of the Carpenter's workshop (northeast corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow in the stone stockpile.]]<br />
Most labors of your dwarves need a place where they can process raw materials &mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).<br />
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{Menu icon|b|o|sep=-}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets "suspended" click on the workshop and click "Resume construction" to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#"Garbage" Dumping|Garbage Dumping]] below if you find you need to remove an object.)<br />
<br />
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}<br />
<br />
Click on your stoneworker's shop and queue up one [[table|table]] and one [[throne]]/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.<br />
<br />
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, you will need to scroll all the way down.) While the wheelbarrows are being built, click on your stone stockpile and click the barrel icon, and increase "Max wheelbarrows" to 3. Your dwarves will automatically move wheelbarrows to the stockpile once they are built.<br />
<br />
===''"Where did I build that ____?"''===<br />
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.<br />
<br />
* You can View {{Menu icon|P|sep=-}} (Places) and click the "Workshops" tab to see a Building List, and also Zoom to the building/item, or view the building's tasks.<br />
<br />
* For incomplete buildings/constructions, you can also open the {{K|t}}ask list and then recenter on the partially constructed building to find the intended location.<br />
<br />
{{clear}}<br />
<br />
== Brewing ==<br />
You'll need [[barrel]]s to store drinks for your dwarves. Queue up two or three barrels in your carpenter's workshop. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be brewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 "units", or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).<br />
<br />
=="Garbage" Dumping==<br />
{{main|Garbage dump}}<br />
<br />
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.<br />
<br />
[[File:DFwikiGarbageDump.png|thumb|right| The garbage dump icon in-game.]]<br />
<br />
Press {{K|z}}, click on "Garbage Dump", and create a 1x1 activity zone somewhere near your stoneworker's and mechanic's workshops. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much "garbage" as you like. Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory. At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling "garbage", use the labor menu ({{K|y}}) and select the "Haulers" work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to "Everybody does this". You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.<br />
<br />
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.<br />
<br />
==Trading==<br />
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.<br />
<br />
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''<br />
===Trade Depot===<br />
Build a [[trade depot]] using {{Menu icon|b|T|sep=-}} in the 5x5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). You need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]<br />
<br />
===Producing for export===<br />
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. <br />
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.<br />
<br />
===Trading===<br />
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. The same applies to items made of bone and shell (as those involve animal harm). Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.<br />
<br />
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''<br />
<br />
===What to buy===<br />
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.<br />
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.<br />
<br />
===Troubleshooting===<br />
Once the depot is built, make sure your depot is accessible. There needs to be a 3-wide passage from the depot to the edge of the map.<br />
<br />
If you see the message [[Their wagons have bypassed your inaccessible site]] when the merchants arrive, try these solutions:<br />
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try again.<br />
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.<br />
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need a [[stonecutter]]. If you selected "play now", you should have one already. Use {{K|v}} to smooth stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}<br />
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.<br />
* Building a paved [[road]] {{Menu icon|b|n|o|sep=-}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.<br />
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.<br />
<br />
<br />
''The first few times the traders arrive, they will not bring a wagon anyway. They will only start to bring a wagon once your fortress is a [[barony]]. Without a wagon, they will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''<br />
<br />
== Migrants ==<br />
{{gametext|Some migrants have arrived.}}<br />
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.<br />
<br />
== Bedrooms ==<br />
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.<br />
<br />
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. <br />
<br />
=== Location ===<br />
{{migrated section}}<br />
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:<br />
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).<br />
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.<br />
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. <br />
<br />
=== Layout ===<br />
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.<br />
<br />
'''Benefits of individual bedrooms:'''<br />
* Dwarves are happier with their own bedroom and furniture.<br />
* Individual rooms can increase your fort's perceived wealth.<br />
'''Benefits of dormitories:'''<br />
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).<br />
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.<br />
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).<br />
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.<br />
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.<br />
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).<br />
<br />
=== Building ===<br />
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Build the beds with {{k-|b|f|b}}. You can check "Keep building after placement" to place multiple beds. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)<br />
<br />
'''Setting up a dormitory:'''<br />
# Dig out an empty room in the location you selected.<br />
# Open the {{K|z}}one menu and click on "Dormitory". Draw a rectangle over the room you dug out.<br />
# Once you have a bed ready, build it anywhere in your dormitory.<br />
You can place multiple beds in the dormitory.<br />
<br />
[[File:DfwikiIndividualBedroomsQuickstart.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]<br />
'''Setting up individual bedrooms:'''<br />
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).<br />
# Build each bed {{Menu icon|b|f|b|sep=-}} in a room when ready<br />
# Make sure each room is enclosed by a door {{Menu icon|b|p|r|sep=-}}. You can make doors at the carpenter's or stoneworker's workshops.<br />
# Open the {{K|z}}one menu, and click on "Bedroom".<br />
# Click "Multi" (instead of "Paint"), and draw a rectangle containing multiple bedrooms. Each room with a bed, enclosed by a door, will be marked as a bedroom.<br />
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.<br />
<br />
==Nobles and Administrators==<br />
Hit the {{Menu icon|n|sep=-}} key to open up the [[Noble|nobles and administrators]] screen. The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. <br />
* A '''manager''' will allow you to queue up [[work order]], which will greatly simplify managing your production. <br />
* A '''bookkeeper''' will allow you to maintain inventory counts on the stoc{{K|k}}s screen so you'll know what you do and don't have. <br />
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].<br />
<br />
===Manager & Broker ===<br />
In the default {{DFtext|Play Now!}} party, your [[expedition leader]] is a good choice for manager and broker when starting out. Don't worry that it's just one dwarf doing all this; the manager job doesn't take very long, and this dwarf will be available to talk to the traders when a trade delegation arrives.<br />
<br />
===Bookkeeper===<br />
In the default {{DFtext|Play Now!}} party, your planter is a good choice for bookkeeper when starting out.<br />
<br />
:''See [[Stocks]] for a detailed explanation of the stoc{{K|k}}s screen.''<br />
<br />
Don't worry about the [[chief medical dwarf]] yet. They will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.<br />
<br />
===Offices (Studies)===<br />
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. <br />
[[File:DFwikiNoblesScreen.png|right|thumb|400px|Nobles screen. The red stuff turns green once an office is assigned.]]<br />
<br />
Earlier you should have queued up a table and throne in your stoneworker's shop, and they should be done by now. <br />
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5). <br />
# Place the furniture in it with {{Menu icon|b|f|r|sep=-}} (chair) and {{Menu icon|b|f|t|sep=-}} (table). <br />
# Wait for the dwarves to install the furniture<br />
# Using the {{Menu icon|z|sep=-}} (zones) menu, mark the room as an office, and then assign the office to your expedition leader (who should be both your bookkeeper and manager). <br />
# Hit {{Menu icon|n|sep=-}} to verify that these positions now have the office they need (if so, the icon next to the position should no longer be red).<br />
<br />
==Furniture==<br />
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]<br />
<br />
[[Bed]]s are a notable exception &mdash; they can only be made of wood, which also includes the giant mushrooms in the caverns.<br />
}}<br />
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?<br />
Using the work {{K|o}}rders menu, click the clipboard icon in the top right to queue up a new job, and type "[[bed]]", and then select "Make bed." Click the number sign to set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...<br />
<br />
==Dining and Food Prep Area==<br />
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.<br />
<br />
[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]<br />
<br />
Use {{Menu icon|b|o|f|k|sep=-}} to build the kitchen in the middle of the 5x5 room. Use {{Menu icon|p|sep=-}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click "Food" then click "None" in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.<br />
<br />
==Placing Furniture==<br />
Once your furnishings are complete, you need to place them in rooms using the build furniture ({{Menu icon|b|f|sep=-}}) command. Put the new chai{{K|r}}s and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.<br />
<br />
==Meeting Hall==<br />
Add a Meeting Area {{Menu icon|z|sep=-}} (zone) in the dining room. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier).<br />
<br />
==Checking Supplies==<br />
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}<br />
Use the [[stocks|stoc{{K|k}}s]] screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.<br />
<br />
==Brewing and Cooking==<br />
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) "biscuit", "stew", or "roast" depending on the lavishness of the meal.<br />
<br />
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}<br />
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more. If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the status bar at the top of the screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)<br />
<br />
==Storage Space==<br />
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}<br />
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.<br />
<br />
=Beyond a Minimal Fortress=<br />
<br />
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a stoneworker's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].<br />
<br />
==Traps==<br />
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{Menu icon|b|t|t|sep=-}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.<br />
<br />
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:<br />
<br />
{|<br />
|-<br />
|<diagram><br />
[#1:1]^^^^^<br />
[#2:1].....<br />
.....<br />
.....<br />
[#1:1]^^^^^<br />
</diagram><br />
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). <br />
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.<br />
|-<br />
|<diagram fg="4:0"><br />
░░░░░░░░░<br />
░.......░<br />
░.......░<br />
░.......░<br />
....[#1:1]^[#]....<br />
....[#1:1]^[#]....<br />
....[#1:1]^[#]....<br />
░░░░░░░░░<br />
</diagram><br />
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.<br />
<br />
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.<br />
|}<br />
<br />
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.<br />
<br />
If you place a trap somewhere you didn't mean to, remove it by clicking on it and selecting "Remove this building".<br />
<br />
==Guard Animals==<br />
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{Menu icon|z|sep=-}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).<br />
<br />
==Drawbridge==<br />
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{Menu icon|b|n|b|sep=-}}) to seal off your entryway. Make sure to set the draw direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. <br />
<br />
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{Menu icon|b|m|l|sep=-}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by clicking on the lever and selecting "Link lever". (This linking will require 3 [[mechanisms]] in total.)<br />
<br />
If you used the second design above for your [[#Traps|trap hallway]] then you may want to try adding a second drawbridge in the cutouts for wagon access that can close it off and force invaders through the traps. Be sure to keep the bridge's orientation in mind.<br />
<br />
==Metal Industry==<br />
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with bars stockpile in the middle.]]<br />
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{Menu icon|b|o|u|l|sep=-}}), and one a [[metalsmith's forge]] ({{Menu icon|b|o|i|sep=-}}). Designate stockpiles for bars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.<br />
<br />
===Wood Burning===<br />
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{Menu icon|b|o|u|f|sep=-}}). This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal). They are completely interchangeable. If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.<br />
<br />
===Mining===<br />
{{TipBox2|float=right|titlebg=#0a0|"I have struck what?"|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike "iron ore" but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}<br />
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.<br />
<br />
===Fuel===<br />
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.<br />
<br />
===Forging===<br />
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}<br />
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:<br />
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.<br />
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.<br />
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows. Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes). Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). <br />
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.<br />
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.<br />
<br />
==Gemcutting and Trinkets==<br />
[[File:DFwikiCraftsExample.png|thumb|right|A craftsdwarf workshop. They produce crafts and trinkets which can be traded in a Depot.]]<br />
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]]. Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.<br />
<br />
==Sticking to the Plan==<br />
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}<br />
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.<br />
<br />
==Wealth and Invasion==<br />
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}<br />
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.<br />
<br />
=Military=<br />
<br />
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.<br />
<br />
= What Next? =<br />
<br />
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].<br />
<br />
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):<br />
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets<br />
*Set up a [[Healthcare|hospital]]<br />
*Build a [[well]]<br />
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]<br />
*Build a [[jail]] for unruly dwarves<br />
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges<br />
<br />
Here are some things that players often do as their population grows:<br />
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors<br />
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]<br />
*Continue to expand the [[military]]<br />
*Explore new [[Industry|industries]]<br />
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below<br />
*Enable [[Animal training]] for a dwarf and train some war animals<br />
*Build a [[Mass pitting]] system to dispose of caged enemies<br />
*Build above-ground [[construction]]s such as an archery tower or garden<br />
*Create a [[statue|statue garden]] or [[zoo]]<br />
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]<br />
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel<br />
*Build [[machine component]]s to pump magma and water<br />
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers<br />
*Try some [[stupid dwarf trick]]s<br />
<br />
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.<br />
<br />
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one "right" way to play DF.<br />
<br />
= Feedback =<br />
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article.<br />
<br />
{{Getting Started}}<br />
{{Category|Fortress mode}}<br />
{{Category|Quickstart guide}}<br />
<br />
[[ru:Быстрый старт]]<br />
[[zh:Quickstart guide]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Pitchblende&diff=258424Pitchblende2021-07-25T20:42:36Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|20:42, 25 July 2021 (UTC)}}<br />
{{stonelookup/0}}{{av}}<br />
<br />
'''Pitchblende''' is a [[magma-safe]] purple stone which occurs in small quantities within [[granite]].<br />
<br />
Pitchblende is also especially [[density|heavy]], second only to [[cinnabar]] (and [[slade]]), so it is absolutely inappropriate for making [[large pot]]s and other commonly-[[hauling|hauled]] items, and preferable for [[trap|stone-fall traps]] and [[catapult]]s. Additionally, pitchblende [[craft]]s are so heavyweight they can fill up a caravan. Hauling pitchblende is not realistic, or at least will take an [[Time|eternity]], without a [[wheelbarrow]].<br />
<br />
==In real life== <br />
Pitchblende is an ore of uranium; while it cannot be smelted in ''Dwarf Fortress'', it is often used for decorative purposes within "nuclear reactors" in [[megaprojects]].<br />
<br />
Uranium itself is only weakly radioactive while it decays into lead over billions of years, but among its intermediate decay products are radium and radon. Pitchblende (or uraninite, as it is now called) always contains small amounts of these elements, which are much more dangerous. Radon is especially hazardous as it is an invisible, odorless, tasteless noble gas that is easily inhaled (such as by uranium miners). Fortunately, dwarves are immune to the effects of ionizing radiation, and, provided they remain safe from other forms of [[fun]], they can live long, happy, healthy lives dwelling in bedrooms and dining rooms carved out of pitchblende deposits and furnished by pitchblende tables and chairs.<br />
<br />
{{D for Dwarf}}<br />
It has been speculated that, should the Dwarves work out how to refine and enrich uranium, the world would face a super-weapon even greater than that of the !!Thermonuclear [[catsplosion]]!!, as well as an incredible new power source. It is believed that Dwarves would proceed to use the new super-weapon to preemptively dispatch invaders, and ignore the potential new power source (since they have worked out how to create perpetual motion machines). Or they would find some way to [[brew]] it, giving them all mutant superpowers after a night of drunken partying.<br />
<br />
[[File:Autunitevenachat.jpg|thumb|center|300px|Pitchblende with autunite crystals.]]<br />
<br />
{{gamedata}}<br />
{{stones}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Exploit&diff=258323Exploit2021-07-14T14:31:03Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|14:31, 14 July 2021 (UTC)}}<br />
{{av}}<br />
<br />
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.<br />
<br />
= Fortress mode exploits =<br />
<br />
== Atom smasher ==<br />
{{main|Dwarven atom smasher}}<br />
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it, with some exceptions:<br />
<br />
* Atom smashing a creature with a size over 1200000 will destroy the drawbridge.<br />
* [[Contaminant]]s are unaffected.<br />
* Smashing a bag of something will destroy the bag, but spill its contents.<br />
* [[Artifact]]s have a special exception; whereby upon being atom-smashed, they will be "hidden" and inaccessible for the rest of the playthrough. See the main article for further details.<br />
<br />
==Manager exercise program==<br />
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.<br />
<br />
==Merchant swindles==<br />
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.<br />
<br />
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.<br />
<br />
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.<br />
<br />
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.<br />
<br />
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.<br />
<br />
== Quantum stockpiles ==<br />
{{main|Quantum stockpile}}<br />
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].<br />
<br />
== Building destroyer door ==<br />
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}<br />
<br />
== HFS's back door ==<br />
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}<br />
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.<br />
<br />
== Forgotten beast zoo ==<br />
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly "[[forgotten beast]]s" which accumulate inside.<br />
<br />
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. <br />
<br />
== Dwarven water reactor ==<br />
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}<br />
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.<br />
<br />
== And we'll throw in the barrel or bag for free ==<br />
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.<br />
<br />
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.<br />
<br />
One down side is that all those containers then need to be individually hauled from the wagon to where ever you want them.<br />
<br />
== Infinite metal ==<br />
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.<br />
<br />
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. <br />
<br />
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.<br />
<br />
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.<br />
<br />
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.<br />
<br />
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.<br />
<br />
== Quick trade goods ==<br />
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand. Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay that traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. <br />
<br />
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)<br />
<br />
[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.<br />
<br />
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.<br />
<br />
== Silk farm ==<br />
{{main|Silk farming}}<br />
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a "bait" creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the "bait" by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.<br />
<br />
== Dwarven road-dar ==<br />
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!<br />
<br />
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].<br />
<br />
== Danger room ==<br />
{{Main|Danger room}}<br />
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these "attacks", gaining [[combat skill]]s much more quickly than through normal [[training]], unless they die.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Coinstar room ==<br />
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}<br />
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Wildlife control ==<br />
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.<br />
<br />
== Portable drain ==<br />
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. <br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])<br />
<br />
== Dwarven rocket elevator ==<br />
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].<br />
<br />
<br />
== Infinite layer stone without magma ==<br />
<br />
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:<br />
<br />
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder. (Disable engraving on all dwarves to delay the fortification carving.)<br />
<br />
The material used to construct the wall is reclaimed when it is deconstructed. Since mining doesn't always drop stone there is only a chance of getting stone from the fortification.<br />
<br />
Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.<br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])<br />
<br />
= Adventure mode exploits =<br />
<br />
== Urist McAdventurer the shield-wall ==<br />
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.<br />
<br />
This exploit was made more complicated due to the addition of the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.<br />
<br />
== Infinite drink ==<br />
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather.<br />
<br />
One can make a potable pool of water by emptying a waterskin containing saltwater.<br />
<br />
== Backpack of holding ==<br />
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.<br />
<br />
== Pack adventurer ==<br />
You could hold items of any weight, but they affect your speed - except when you're riding a mount. <br />
<br />
{{Category|Game}}<br />
[[ru:Exploit]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Giant_adder&diff=258321Giant adder2021-07-14T14:13:45Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|14:13, 14 July 2021 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
|bone=9-10<br />
|tooth=2<br />
|meat=8-9<br />
|fat=3<br />
|skull=1<br />
|lung=2<br />
|intestine=1-2<br />
|spleen=1<br />
|kidney=2<br />
|eye=2<br />
|brain=1<br />
|heart=1<br />
|liver=1<br />
|tripe=1<br />
|sweetbread=1<br />
|skin=scale}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Giant adders''' are the [[giant animal]] variants of the common [[adder]], found in [[savage]] [[temperate]] regions. While the regular creature is the smallest non-[[vermin]] in the game, giant adders are roughly the size of a [[grizzly bear]] when fully grown and are exponentially more threatening as a result. Giant adders retain the [[syndrome]] of their counterparts, causing immediate strong [[Symptom#Pain|pain]] followed by long-term nausea, blisters, and swelling, which when combined with the larger size of the monster, may result in a bitten [[dwarf]] going unconscious in a matter of seconds if they do not just die outright.<br />
<br />
Giant adders can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the default giant animal value. They are born adults and as such cannot be permanently tamed. Thanks to their great size, they provide a good amount of returns when [[butcher]]ed, and they make decent [[egg]]-layers for [[egg production]]. Like all giant animals, they are considered exotic [[mount]]s.<br />
<br />
Some dwarves [[Preferences|like]] giant adders for their ''warning hisses''.<br />
<br />
[[File:giant_adder.jpg|thumb|330px|center|An old [[human]] with a giant adder.]]<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Site&diff=258109Site2021-06-10T08:16:23Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|08:16, 10 June 2021 (UTC)}}<br />
{{av}}<br />
<br />
'''Sites''' are inhabited locations found on region tiles adjacent to at least one non-mountain land [[biome]]. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in [[Legends mode]].<br />
<br />
== Site Types ==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!|'''Tile'''<br />
!|'''Name'''<br />
!|'''Inhabitated by'''<br />
|-<br />
| {{Raw Tile|☼|6:0:1}} <br />
| [[Camp]]<br />
| Bandits<br />
|-<br />
| {{Raw Tile|•|0:0:1}} <br />
| [[Cave]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}<br />
| [[Dark fortress]]<br />
| Goblins (and potentially a special creature)<br />
|-<br />
| {{Raw Tile|º|5:0:0}} <br />
| [[Dark pits]]<br />
| Goblins<br />
|-<br />
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} {{Raw Tile|₧|6:0:1}} <br />
| [[Forest retreat]]<br />
| Elves<br />
|-<br />
| {{Raw Tile|Ω|7:0:1}} <br />
| [[Fortress]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|○|7:0:1}} <br />
| [[Castle]]{{version|0.47.01}}<br />
| Humans<br />
|-<br />
| {{Raw Tile|○|0:6:0}} <br />
| [[Fort]]{{version|0.47.01}}<br />
| Bandits<br />
|-<br />
| {{Raw Tile|<nowiki>=</nowiki>|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} <br />
| [[Hamlet]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|Ω|7:0:0}} <br />
| [[Hillocks]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|#|0:7:1}}<br />
| [[Labyrinth]]<br />
| Minotaur<br />
|-<br />
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} <br />
| [[Lair]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|○|7:0:0}} <br />
| [[Monastery]]{{version|0.47.01}}<br />
|<br />
|-<br />
| {{Raw Tile|Ω|0:0:1}} <br />
| [[Mountain halls]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}} <br />
| [[Ruin|Ruins]]<br />
|<br />
|-<br />
| {{Raw Tile|Å|7:0:0}} <br />
| [[Shrine (megabeast)|Shrine]]<br />
| Megabeast<br />
|-<br />
| {{Raw Tile|0|0:0:1}} <br />
| [[Tomb]]<br />
| Undead<br />
|-<br />
| {{Raw Tile|I|5:0:0}} <br />
| [[Tower (necromancy)|Tower]]<br />
| Necromancer and undead<br />
|-<br />
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} <br />
| [[Town]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|■|0:0:1}} <br />
| [[Vault]]<br />
| Special creatures<br />
|}<br />
<br />
== Detailed Description ==<br />
<br />
=== Civilization ===<br />
<br />
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.<br />
<br />
==== Human sites ====<br />
<br />
===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====<br />
Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.<br />
<br />
===== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====<br />
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.<br />
<br />
==== Dwarven sites ====<br />
<br />
===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} =====<br />
These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.<br />
<br />
===== Mountain halls {{Raw Tile|Ω|0:0:1}} =====<br />
[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.<br />
<br />
===== Hillocks {{Raw Tile|Ω|7:0:0}} =====<br />
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].<br />
<br />
==== Elven sites ====<br />
<br />
===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====<br />
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.<br />
<br />
==== Goblin sites ====<br />
<br />
===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====<br />
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].<br />
<br />
===== Dark pits {{Raw Tile|º|5:0:0}}=====<br />
These are the goblin equivalent of [[hamlet]]s and [[hillock]]s. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.<br />
<br />
==== Kobold sites ====<br />
===== Caves {{Raw Tile|•|0:0:1}}=====<br />
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.<br />
<br />
==== Beast and night creature sites ====<br />
<br />
===== Necromancers' towers {{Raw Tile|I|5:0:0}} =====<br />
[[Necromancer]]s' towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[book]] from your [[library]]) and gain the ability to raise corpses.<br />
<br />
===== Lairs {{Raw Tile|•|0:0:1}}=====<br />
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.<br />
<br />
===== [[Minotaur]]s' labyrinths {{Raw Tile|#|0:7:0}}=====<br />
A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.<br />
<br />
===== Shrines {{Raw Tile|Å|7:0:0}} =====<br />
[[Shrine (megabeast)|Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossuses]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.<br />
<br />
== Dwarf Fortresses ==<br />
<br />
During the embark phase of Fortress Mode, sites can be seen in region and local views. Some site types can be included in the embark region namely caves or previous player fortresses (Reclaim). Embarking on settlements is disabled. On embarking, the fortress becomes a site of the size and location chosen.<br />
<br />
Abandoned fortresses are displayed on the map as Ruins.<br />
<br />
{{World}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Grate&diff=257973Grate2021-05-25T19:50:55Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:50, 25 May 2021 (UTC)}}<br />
{{av}}<br />
<br />
{{buggy|bugsection=Bugs}}<br />
<br />
{{furniture|name=Grate<br />
|tile=#<br />
|wood=y<br />
|stone=y<br />
|metal=y<br />
|glass=y<br />
}}<br />
<br />
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).<br />
<br />
== Wall grate ==<br />
A '''wall grate''' is basically a [[fortification]], but with two differences:<br />
* It is a [[building]] instead of a [[construction]]. It doesn't overwrite the tile below it, and it can be smashed by [[building destroyer]]s.<br />
* It can be linked to a [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[Miasma]] when closed.<br />
Wall grates act as boundaries for rooms being resized, but they do not provide support for doors. <br />
Unlike a constructed wall, the grate has some quality level and can be decorated.<br />
<br />
== Floor grate ==<br />
A '''floor grate''' is similar to a floor or a closed [[floor hatch]] in that it can be walked upon and blocks [[creature]] and item movement between Z-levels. However, it lets [[water]] and [[magma]] through like an open tile. Floor grates block projectiles, unlike wall grates. They do not block line of sight. Floor grates can be linked to a [[lever]] or a [[pressure plate]]. When triggered, a floor grate opens like a hatch, but with a 100-tick delay.<br />
<br />
Floor grates must be attached [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc.), not (just) other grates. Floor grates placed directly on top of a floor or [[stairs|staircase]] still require orthogonal support, even though their own tile should be able to provide support. Attempting to construct a floor grate supported only by its own tile will display the message "Surrounded by empty space". Removing the orthogonal support from a constructed floor grate will cause it to harmlessly deconstruct.<br />
<br />
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to [[cave-in]] immediately after being completed. This can be useful for controlled cave-ins.<br />
<br />
[[Stockpile]]s cannot be placed over floor grates.<br />
<br />
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being "inside", even if they are retracted.<br />
<br />
If a floor grate is placed right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.<br />
<br />
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.<br />
<br />
Floor grates over empty space block [[miasma]] from rising through them (miasma will normally flow upward through empty space).<br />
<br />
== Bars vs. grates ==<br />
Vertical/horizontal [[bars]] are largely identical to wall/floor grates. There are just a few notable differences between them:<br />
<br />
* Grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.<br />
<br />
* Building destroyers will topple bars, destroying them in seconds compared to minutes with grates.<br />
<br />
* Grates can be made from wood and stone, both of which are generally much more plentiful than the materials for bars.<br />
<br />
== Notes ==<br />
* Floor grates can be very useful in preventing fortress floods. This is done by [[channel|channeling]] out holes in multiple layers of a fortress and covering them with floor grates, which will just keep the liquid flowing down each level through the grates instead of building up on a Z-level. This is assuming there is a reservoir of some sort that the water can flow into and not dangerously build up.<br />
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your non-careful dwarf on it), and you will experience the famous idiom: "It's not the fall that kills you, it's the sudden stop at the end."<br />
* This can also happen vice versa when building multiple floor tiles at a time with floor grates directly beside them. Dwarves will attempt to build the floor supported by just the floor grate regardless of how the game treats it. This can be very unfortunate if Urist McNotPhysicist builds a floor under these circumstances over a lake, experiencing a cave-in resulting in them most likely getting knocked over from the dust, drowning and you ending up with a hard-to-reach corpse.<br />
* On a similar note, be cautious when removing a large number of grates next to each other, as a dwarf trying to remove a grate ''will'' stand on one his neighbor is about to yank out from under his feet. This can be largely avoided by removing them in batches of alternating grates (IE: Grates 1, 3, 5 then 2, 4, 6, etc...)<br />
* Floor grates can be used in watchtowers: place a locked-in animal on top of them, and let them observe possible intruders from above. Since no alternative route to the watcher exists, building destroyers cannot destroy the grate. Getting the animal in place can be tricky, if the floor is all grates - pitting is an option. Bonus points for combining this with an automated magma release valve.<br />
<br />
== Bugs ==<br />
<br />
* Creatures and dwarves pushed by water flow can be pushed through wall grates. {{Bug|5458}}<br />
<br />
{{buildings}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Instrument&diff=257776Instrument2021-04-15T12:59:34Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|12:59, 15 April 2021 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{old}}<br />
<br />
An '''instrument''' {{Tile|¿|7:1}} is a procedurally-generated item used for making music in [[tavern]]s and [[temple]]s.<br />
__TOC__<br />
<br />
Instruments come in four types defined by the skill necessary for play ([[Keyboardist|keyboard]], [[Stringed instrumentalist|stringed]], [[Wind instrumentalist|wind]], and [[Percussionist|percussion]]). Some instruments are made in a single step like other [[finished goods]], however most instruments are assembled from multiple individual components. (For example, a bell might be one-piece, but a pipe organ would have a keyboard, pipes, bellows, and a body to support it all). Instruments can be either hand-held or stationary. Stationary instruments are built like [[furniture]] with {{k|b}}-{{k|I}} command. Hand-held instruments can be carried around by dwarves or placed in [[coffer]]s in [[tavern]]s or [[temple]]s.<br />
<br />
Instruments and their components can be made out of a variety of materials, including [[wood]], [[bone]], [[shell]], [[stone]], [[silk]] [[thread]], [[plant fiber]] [[thread]], [[glass]], [[ceramic]]s, [[metal]], or [[leather]]. Out of those, thread and leather can only be used for components, not for a full instrument. Many of the instruments/components are made in [[craftsdwarf's workshop]]s, however certain types of instruments or components may only be created in more specialized workshops:<br />
:* [[carpenter's workshop]] for [[wood]] instruments/components<br />
:* [[glass furnace]] for [[glass]] instruments/components<br />
:* [[kiln]] for [[ceramic]] instruments/components<br />
:* [[leather works]] for [[leather]] instruments/components<br />
:* [[mason's workshop]] for [[stone]] instruments/components<br />
:* [[metalsmith's forge]] for [[metal]] instruments/components<br />
<br />
The {{k|d}}etails menu can be used to select the specific material for most instruments and components. Glass and ceramic instrument jobs do not yet support the details menu; all glass instruments will be made from [[green glass]] in your fortress (though [[caravan]]s can bring instruments or instrument parts made out of other types of glass), and the potter will choose the material for ceramic instruments. Assembling the instrument after all the components are finished is also performed in a craftsdwarf's workshop, and the skill needed to assemble it is defined by the material of the "main" part of the instrument (see "Components", below).<br />
<br />
Any instruments with a single component can be made directly. More complex ones require each instrument piece to first be made separately and then assembled into the final instrument. The option associated with them is "assemble <*instrument*>". Make a note of the name of the instrument and enter the manager screen with {{k|j}}-{{k|m}}. Typing in the name of the instrument will show all the pieces required (possibly from other workshops). Single-piece instruments created at other workshops will not be listed in the craftsdwarf's shop; those can be found by checking the potential workshops or scrolling through possible jobs in the manager screen.<br />
<br />
During a [[strange mood]], dwarves may create instruments which use improper materials and/or do not include the required components (e.g. a metal-bells-on-a-glass-stand instrument made from wood with spikes of leather).<br />
<br />
=== Instrument names ===<br />
There are no standard instruments or names for them, nor are there intended to be. Specific instruments are semi-randomly generated at [[world generation]] (both their names and the details of any components they are built of), and are usually specific to each [[civilization]]. The stone triangle your dwarves have in this fortress will almost certainly not be the stone triangle you have in the next fortress, nor that their neighbors have in either. This can make remembering the various instruments a challenge - a notepad or equivalent may be handy.<br />
<br />
Traders may bring individual components for other instruments from their civilizations, but you will be unable to assemble them into instruments, unless your dwarves have the necessary knowledge for that specific instrument. In theory, a dwarf can play any instrument if it is complete (but see "usage", below - they may never want/need to).<br />
<br />
In order to find out what instruments are available to your fortress, go to a [[craftsdwarf's workshop]] and look under the instrument section. It will show ''most'' of the available instruments, either as a whole instrument or some individual component. Go to the other workshops (listed above) for any additional instruments. Highlight each individual instrument will show their description and material required.<br />
<br />
==Usage==<br />
<br />
Dwarves will use instruments in taverns or temples only if they know a particular song or dance that requires their use. If you see a dwarf with the job status "Simulate <*instrument name*>" then the dwarf would use that instrument if it were available.<br />
<br />
==Components==<br />
Below are tables of parts that instruments can have and what materials they may require. It should be noted that, for a given world, only one material type is possible for each specific component. Thus, if a given instrument uses a metal keyboard material, it cannot be made using any other materials. Shell is only rarely chosen as a material.<br />
<br />
A completely assembled instrument has a very high [[Item value#Base values of items|base item value]]. The [[quality]] of the overall item is determined by the quality of the "main" part, from which the instrument takes its description, e.g. a ''superior quality black bronze'' stelid. The main part also determines which skill is used to assemble the instrument (bonecarving, glassmaking, leatherworking, metalcrafting, pottery, stonecrafting or woodcrafting). Main parts are designated by an asterisk (*) in the table below.<br />
<br />
===Keyboard===<br />
{|class="wikitable sortable"<br />
! rowspan=2 | Part<br />
! rowspan=2 | Component name<br />
! colspan=10| Materials<br />
|-<br />
<!-- ! Materials --><br />
! Silk<br />
! Plant Thread<br />
! Leather<br />
! Wood<br />
! Bone<br />
! Ceramic<br />
! Metal<br />
! Glass<br />
! Stone<br />
! Shell<br />
|-<br />
<!-- Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --><br />
| rowspan=1 |Keyboard ||Keyboard || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
| rowspan=4 |Body* ||Console || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Chest || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Body || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|- <br />
|<!-- -->Case || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
| rowspan=3 |Vib ||Strings ||{{Y}}|| {{Y}}|| || || || || {{Y}}|| || ||<br />
|-<br />
|<!-- -->Bells || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Pipes || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
| rowspan=2 |Bellows ||Pump || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Bellows || || || {{Y}}|| || || || || || ||<br />
|}<br />
<br />
<br />
<br />
===Stringed===<br />
{|class="wikitable sortable"<br />
! rowspan=2 | Part<br />
! rowspan=2 | Component name<br />
! colspan=10 | Materials<br />
|-<br />
<!-- ! Materials --><br />
! Silk<br />
! Plant Thread<br />
! Leather<br />
! Wood<br />
! Bone<br />
! Ceramic<br />
! Metal<br />
! Glass<br />
! Stone<br />
! Shell<br />
|-<br />
<!-- Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --><br />
| rowspan=1 |Neck ||Neck || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
| rowspan=1 |Frame* ||Frame || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
| rowspan=2 |Body* ||Body || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Sound-chest || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
| rowspan=1 |Yoke ||Yoke || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|- <br />
| rowspan=1 |Strings ||Strings ||{{Y}}|| {{Y}}|| || || || || {{Y}}|| || ||<br />
|-<br />
| rowspan=3 |Prod ||Bow || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Plectrum || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Hammers || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|- <br />
| rowspan=1 |Neck_res ||Neck bowl || || || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|}<br />
<br />
===Wind===<br />
{|class="wikitable sortable"<br />
! rowspan=2 | Part<br />
! rowspan=2 | Component name<br />
! colspan=8 | Materials<br />
|-<br />
<!-- ! Materials --><br />
! Leather<br />
! Wood<br />
! Bone<br />
! Ceramic<br />
! Metal<br />
! Glass<br />
! Stone<br />
! Shell<br />
|-<br />
<!-- Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --><br />
| rowspan=2 |Blow ||Blowpipe || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Bellows || {{Y}}|| || || || || || || <br />
|-<br />
| rowspan=1 |Bag* ||Bag || {{Y}}|| || || || || || || <br />
|-<br />
| rowspan=1 |Melody ||Melody pipe || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
| rowspan=1 |Drone ||Drone pipe || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
| rowspan=2 |Body* ||Body || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
|<!-- -->Wind-Chest || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
| rowspan=1 |Pipes* ||Pipes || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|- <br />
| rowspan=1 |Horns* ||Horn || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|}<br />
<br />
===Percussion===<br />
{|class="wikitable sortable"<br />
! rowspan=2 | Part<br />
! rowspan=2 | Component name<br />
! colspan=8 | Materials<br />
|-<br />
<!-- ! Materials --><br />
! Leather<br />
! Wood<br />
! Bone<br />
! Ceramic<br />
! Metal<br />
! Glass<br />
! Stone<br />
! Shell<br />
|-<br />
<!-- Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --><br />
| rowspan=1 |Stand ||Stand || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}<br />
|-<br />
| rowspan=8 |Body* ||Drum || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Chime || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Block || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|- <br />
|<!-- -->Bowl || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Triangle || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Bell || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Bar || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Ring** || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
| rowspan=1 |Head ||Head || {{Y}}|| || || || || || ||<br />
|-<br />
| rowspan=3 |Mallet ||Mallet || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Hammer || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|<!-- -->Stick || ||{{Y}}||{{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} <br />
|-<br />
|}<br />
<br />
: * refers to the "main" part of the instrument - see explanation, above.<br />
: ** due to an oversight, rings don't actually appear in generated instruments (as of version 0.47.04)<br />
<br />
== Instruments in your World ==<br />
To identify what instruments were created created in your world seed, {{k|q}}uery a Craftsdwarf Workshop and {{k|a}}dd a new task. Scroll down and select "Make Instrument". Scroll through each instrument, noting the specific material type of each instrument component in the text description 'pop-up'.<br />
<br />
==Realism==<br />
{{D for Dwarf}}<br />
Due to the procedurally-generated nature of the instruments, it can be expected to see some resemblance to certain real-world instruments such as organs, as many large stationary instruments will include metal pipes and various keyboards as components. It should also be noted that dwarven ingenuity can create instruments that could not be considered playable in the real world, such as the Kat: a small hand-held percussion instrument consisting of a metal block. The "musician" shakes the block. The instrument has a single high pitch.<br />
Due to the block's only means of producing this high pitch being the displacement of air as it is shaken, it can be inferred that the dwarf shakes the block at several kHz, providing a great source of strength and endurance based [[cross-training]] for [[military]] dwarves.<br />
<br />
{{gamedata|title=Single-part instrument - example raws (as extracted from world.dat)|item_layer<br />
<br />
[OBJECT:ITEM]<br />
<br />
[ITEM_INSTRUMENT:ENT51_INW2]<br />
[GENERATED]<br />
[SOURCE_ENID:51]<br />
[NAME:ushlub:ushlub]<br />
[VALUE:50]<br />
[SIZE:19000]<br />
[MATERIAL_SIZE:3]<br />
[BONE_MAT]<br />
[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]<br />
[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]<br />
[VOLUME_mB:0:10000]<br />
[PITCH_RANGE:-1650:2350]<br />
[TIMBRE:NOISY:FULL:DARK]<br />
[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]<br />
[DESCRIPTION:The ushlub is a mid-size hand-held cylindrical bore bone wind instrument with a flared bell. The musician blows into the fipple at one end. The musician selects the pitch by pressing keys to stop holes. The instrument has a three-octave range going from a mid-low to a high pitch. The instrument has a noisy full dark timbre.]<br />
}}<br />
<br />
{{gamedata|title=Multi-part instrument - example raws (as extracted from world.dat)|item_layer<br />
<br />
[OBJECT:ITEM]<br />
<br />
[ITEM_TOOL:ENT51_INS1_BODY]<br />
[GENERATED]<br />
[SOURCE_ENID:51]<br />
[NO_DEFAULT_JOB]<br />
[INCOMPLETE_ITEM]<br />
[UNIMPROVABLE]<br />
[NAME:etes body:etes bodies]<br />
[VALUE:10]<br />
[METAL_MAT]<br />
[TILE:155]<br />
[UNIMPROVABLE]<br />
[SIZE:34200]<br />
[MATERIAL_SIZE:3]<br />
[DESCRIPTION:The etes body of the instrument vibrates with strings, producing sound.]<br />
<br />
item_layer<br />
<br />
[OBJECT:ITEM]<br />
<br />
[ITEM_TOOL:ENT51_INS1_STRINGS]<br />
[GENERATED]<br />
[SOURCE_ENID:51]<br />
[NO_DEFAULT_JOB]<br />
[INCOMPLETE_ITEM]<br />
[UNIMPROVABLE]<br />
[NAME:etes strings:etes strings]<br />
[VALUE:10]<br />
[METAL_MAT]<br />
[TILE:155]<br />
[UNIMPROVABLE]<br />
[SIZE:1800]<br />
[MATERIAL_SIZE:3]<br />
[DESCRIPTION:The etes strings vibrate, causing the instrument to produe sound.]<br />
<br />
item_layer<br />
<br />
[OBJECT:ITEM]<br />
<br />
[ITEM_TOOL:ENT51_INS1_PROD]<br />
[GENERATED]<br />
[SOURCE_ENID:51]<br />
[NO_DEFAULT_JOB]<br />
[INCOMPLETE_ITEM]<br />
[UNIMPROVABLE]<br />
[NAME:etes bow:etes bows]<br />
[VALUE:10]<br />
[WOOD_MAT]<br />
[TILE:155]<br />
[UNIMPROVABLE]<br />
[SIZE:2000]<br />
[MATERIAL_SIZE:3]<br />
[DESCRIPTION:The etes bow is drawn across the strings of the instrument.]<br />
<br />
item_layer<br />
<br />
[OBJECT:ITEM]<br />
<br />
[ITEM_INSTRUMENT:ENT51_INS1]<br />
[GENERATED]<br />
[SOURCE_ENID:51]<br />
[NAME:etes:etes]<br />
[VALUE:50]<br />
[SIZE:36000]<br />
[DOMINANT_MATERIAL_PIECE:BODY]<br />
[INSTRUMENT_PIECE:BODY:ENT51_INS1_BODY:body:bodies:STANDARD]<br />
[INSTRUMENT_PIECE:STRINGS:ENT51_INS1_STRINGS:strings:strings:ALWAYS_PLURAL]<br />
[INSTRUMENT_PIECE:PROD:ENT51_INS1_PROD:bow:bows:STANDARD]<br />
[VOLUME_mB:0:10000]<br />
[SOUND_PRODUCTION:BOWED:PROD:STRINGS]<br />
[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]<br />
[PITCH_RANGE:-3240:3360]<br />
[TUNING:PEGS:STRINGS]<br />
[TIMBRE:VIBRATING:BRITTLE:STRIDENT]<br />
[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]<br />
[DESCRIPTION:The etes is a large hand-held metal-stringed instrument with a metal body. The instrument rests flat as the musician plays the fifty-six main strings with a wooden bow. A drone string is occasionally plucked. Tuning is accomplished by pegs. The instrument has a five-and-a-half octave range going from a very low to a very high pitch. The instrument has a vibrating brittle strident timbre.]<br />
}}<br />
<br />
{{Category|Items}}<br />
[[ru:Instrument]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Domestic_animal&diff=257750Domestic animal2021-04-11T12:57:34Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|12:57, 11 April 2021 (UTC)}}<br />
{{av}}<br />
<br />
'''Domestic animals''' are [[creature]]s that can be used by a [[civilization]] one way or another without any [[Animal training|training]] required, usually for security or food. Distinguished by having the {{token|COMMON_DOMESTIC}} tag in the [[raw file|raws]], they can be bought at [[embark]] or [[trade]]d for with [[caravan]]s. Wild versions of domesticated animals ([[horse]]s, [[turkey]]s, etc.) can be captured in [[cage]] [[trap]]s and receive training, which will turn them completely tame afterwards.<br />
<br />
[[Dwarf]], [[human]] and [[elf]] civilizations have access to the same variety of domestic animals, which are listed below. [[Goblin]]s can't use these, but rather have access to domesticated [[beak dog]]s, which dwarves can only access by capturing in the wild or as [[Mission|spoils of war]]. Meanwhile, [[kobold]]s and subterranean [[animal people]] have no 'domestic' animals at all.<br />
<br />
Every embark starts with two free, randomly-selected domestic '''draft animals''' which arrive with the [[Wagon (embark)|wagon]] at the fortress site. These can be any of the animals in the list below which are available at embark that have the {{token|WAGON_PULLER}} tag ''(i.e. [[horse]]s, [[yak]]s and [[water buffalo]]es)''. Note that the two animals do not (intentionally) come as a "matched pair", and so may not be from the same species. Embarking with a sufficient quantity of goods can result in multiple wagons, each of which comes with another pair of randomly selected animals. Since fortresses cannot move their wagons ''after'' embark, these "draft" animals can be [[Butcher|slaughtered]] or kept for breeding, or can become [[pet]]s for making certain dwarves [[preferences|happy]].<br />
<br />
When purchasing* draft animals at embark, the player may choose which gender of animals (only one male is necessary for breeding). [[cat|Depending on the animal]], you may wish to limit breeding altogether, or assign a [[gelder]].<br />
<br />
: ''(* Note that the two free draft animals per wagon are not "purchased", and so are randomly generated, both re species and gender.)''<br />
<br />
== Comparison of domestic mammals ==<br />
<br />
When butchered, all adult domestic mammals yield one [[skull]] and one [[leather|raw hide]]. All milkable mammals give the same value of [[milk]] and appear to be milkable at the same frequency. The embark costs shown apply to both adults and juveniles of either sex. All domestic mammals reach adolescence at 1 year and adulthood at 2 years, except [[Cavy|cavies]], which take half as long. All [[Grazer|grazing]] animals require a [[pasture]]; the lower the 'grazer' value, the larger the size of the required pasture. <br />
<br />
{| border="1px #AAA solid;" style="text-align:center;" class="wikitable sortable"<br />
<!--<br />
|+style="border:1px #AAA solid;background:#EEE;"|Titley bit could go here. <br />
|-<br />
--><br />
!style="border:1px #AAA solid;background:#DDD;"| Animal<br />
!style="border:1px #AAA solid;background:#DDD;"| Embark cost<br />
!style="border:1px #AAA solid;background:#DDD;"| Pet value<br />
!style="border:1px #AAA solid;background:#DDD;"| Size when full-grown<sup>*</sup><br />
!style="border:1px #AAA solid;background:#DDD;"| Total edible<sup>†‡</sup><br />
!style="border:1px #AAA solid;background:#DDD;"| Bones<sup>‡</sup><br />
!style="border:1px #AAA solid;background:#DDD;"| Horns + hooves<br />
!style="border:1px #AAA solid;background:#DDD;"| Milkable?<br />
!style="border:1px #AAA solid;background:#DDD;"| Shearable?<br />
!style="border:1px #AAA solid;background:#DDD;"| Grazer<sup>§</sup><br />
!style="border:1px #AAA solid;background:#DDD;"| Notes<br />
|-<br />
|style="padding:0.2em;"|[[Alpaca]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|70,000<br />
|style="padding:0.2em;"|35<br />
|style="padding:0.2em;"|16<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|2614<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Beak dog]]<br />
|style="padding:0.2em;"|26<br />
|style="padding:0.2em;"|50<br />
|style="padding:0.2em;"|150,000<br />
|style="padding:0.2em;"|35<br />
|style="padding:0.2em;"|16<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|<br />
|style="padding:0.2em;"|Domestic for goblins, also poultry<br />
|-<br />
|style="padding:0.2em;"|[[Cavy]]<br />
|style="padding:0.2em;"|2<br />
|style="padding:0.2em;"|3<br />
|style="padding:0.2em;"|800<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|74768<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Cat]]<br />
|style="padding:0.2em;"|11<br />
|style="padding:0.2em;"|20<br />
|style="padding:0.2em;"|5,000<br />
|style="padding:0.2em;"|14<br />
|style="padding:0.2em;"|4<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|<br />
|style="padding:0.2em;"|Adopts owners. Hunts [[vermin]]. Beware [[Catsplosion]]!<br />
|-<br />
|style="padding:0.2em;"|[[Cow]]<br />
|style="padding:0.2em;"|151<br />
|style="padding:0.2em;"|300<br />
|style="padding:0.2em;"|600,000<br />
|style="padding:0.2em;"|37<br />
|style="padding:0.2em;"|15<br />
|style="padding:0.2em;"|6<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|522<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Dog]]<br />
|style="padding:0.2em;"|16<br />
|style="padding:0.2em;"|30<br />
|style="padding:0.2em;"|30,000<br />
|style="padding:0.2em;"|37<br />
|style="padding:0.2em;"|11<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|<br />
|style="padding:0.2em;"|[[Kennel|Trainable]] as war dogs or hunting dogs, which can also be bought for 31☼<br />
|-<br />
|style="padding:0.2em;"|[[Donkey]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|300,000<br />
|style="padding:0.2em;"|30<br />
|style="padding:0.2em;"|13<br />
|style="padding:0.2em;"|4<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|878<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Goat]]<br />
|style="padding:0.2em;"|26<br />
|style="padding:0.2em;"|50<br />
|style="padding:0.2em;"|50,000<br />
|style="padding:0.2em;"|27<br />
|style="padding:0.2em;"|10<br />
|style="padding:0.2em;"|6<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|3364<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Horse]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|500,000<br />
|style="padding:0.2em;"|32<br />
|style="padding:0.2em;"|13<br />
|style="padding:0.2em;"|4<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|599<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Llama]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|180,000<br />
|style="padding:0.2em;"|36<br />
|style="padding:0.2em;"|18<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|1287<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Mule]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|400,000<br />
|style="padding:0.2em;"|34<br />
|style="padding:0.2em;"|13<br />
|style="padding:0.2em;"|4<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|708<br />
|style="padding:0.2em;"|Sterile in real life; all-male in ''Dwarf Fortress''<br />
|-<br />
|style="padding:0.2em;"|[[One-humped camel]]+<br />
|style="padding:0.2em;"|251<br />
|style="padding:0.2em;"|500<br />
|style="padding:0.2em;"|500,000<br />
|style="padding:0.2em;"|54<br />
|style="padding:0.2em;"|17<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|598<br />
|style="padding:0.2em;"|Domestication not guaranteed.<br />
|-<br />
|style="padding:0.2em;"|[[Pig]]<br />
|style="padding:0.2em;"|51<br />
|style="padding:0.2em;"|100<br />
|style="padding:0.2em;"|60,000<br />
|style="padding:0.2em;"|17<br />
|style="padding:0.2em;"|8<br />
|style="padding:0.2em;"|4<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|<br />
|style="padding:0.2em;"|Only [[Milker|milkable]] domestic animal that does not graze<br />
|-<br />
|style="padding:0.2em;"|[[Rabbit]]<br />
|style="padding:0.2em;"|2<br />
|style="padding:0.2em;"|3<br />
|style="padding:0.2em;"|500<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|106,366<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Reindeer]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|130,000<br />
|style="padding:0.2em;"|28<br />
|style="padding:0.2em;"|16<br />
|style="padding:0.2em;"|6<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|1643<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Sheep]]<br />
|style="padding:0.2em;"|51<br />
|style="padding:0.2em;"|100<br />
|style="padding:0.2em;"|50,000<br />
|style="padding:0.2em;"|27<br />
|style="padding:0.2em;"|8 or 10<sup>¶</sup><br />
|style="padding:0.2em;"|4 or 6<sup>¶</sup><br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|3364<br />
|style="padding:0.2em;"|Cheapest [[Shearer|shearable]] domestic animal<br />
|-<br />
|style="padding:0.2em;"|[[Two-humped camel]]+<br />
|style="padding:0.2em;"|251<br />
|style="padding:0.2em;"|500<br />
|style="padding:0.2em;"|500,000<br />
|style="padding:0.2em;"|44<br />
|style="padding:0.2em;"|17<br />
|style="padding:0.2em;"|0<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|598<br />
|style="padding:0.2em;"|Domestication not guaranteed.<br />
|-<br />
|style="padding:0.2em;"|[[Water buffalo]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|1,000,000<br />
|style="padding:0.2em;"|70<br />
|style="padding:0.2em;"|20<br />
|style="padding:0.2em;"|6<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|356<br />
|style="padding:0.2em;"|<br />
|-<br />
|style="padding:0.2em;"|[[Yak]]<br />
|style="padding:0.2em;"|101<br />
|style="padding:0.2em;"|200<br />
|style="padding:0.2em;"|700,000<br />
|style="padding:0.2em;"|42<br />
|style="padding:0.2em;"|16<br />
|style="padding:0.2em;"|6<br />
|style="padding:0.2em;"|Yes<br />
|style="padding:0.2em;"|No<br />
|style="padding:0.2em;"|465<br />
|style="padding:0.2em;"|<br />
|}<br />
<br />
:<nowiki>*</nowiki> Gives a crude estimate of ability in combat, and thus danger to hunters. This number comes from the raws, so it might also be a better estimate of butchering results than the dodgy numbers from this wiki.<br><br />
:† Total of meat, fat, and offal.<br><br />
:‡ Maximum reported in infoboxes in this wiki, April 2011. Strongly influenced by individual attributes, especially for larger animals. Use with caution!<br><br />
:<nowiki>§</nowiki> A lower number means the animal needs to graze more often, and will thus need a larger [[pasture]]. Cats and dogs have the {{token|CARNIVORE}} tag and do not graze or require pasture.<br><br />
:¶ The higher number is for rams.<br />
:+ These animals don't possess the {{token|COMMON_DOMESTIC}} tag, but may be domesticated due to having {{token|PACK_ANIMAL}}. Unlike the others, they are not guaranteed to exist in your civilization.<br />
<br />
== Comparison of domestic poultry == <!-- Linked from Egg production and poultry articles --><br />
All domestic poultry have a [[pet]] value of 10 and cost 6[[currency|☼]] at embark. Blue peafowl, geese, and guineafowl reach adolescence at six months and are full-grown after one year; ducks, chickens and turkeys reach adolescence at one year and are full-grown after two years. When butchered, all full-grown poultry yield one [[skull]]; those that yield bones also yield a [[leather|raw hide]]. However, domestic poultry are much more efficient when used for [[egg production]] than as a meat source; over the lifetime of an average hen, many more meals can be produced from the eggs. This is especially true for ducks and guineafowl. <br />
<br />
{| border="1px #AAA solid;" style="text-align:center;" class="wikitable sortable"<br />
<!--<br />
|+style="border:1px #AAA solid;background:#EEE;text-align:center;"|All domestic poultry reach adulthood in 1 year and cost 6[[currency|☼]] at embark <br />
|-<br />
--><br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Animal<br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Min. [[egg]]s<br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Max. eggs<br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Avg. eggs<sup>*</sup><br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Egg size<sup>‖</sup><br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Years til<br>full-grown<br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Max Age<br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Size when full-grown<br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Total edible<sup>†‡</sup><br />
!style="border:1px #AAA solid;background:#DDD;text-align:center;"| Bones<sup>‡</sup><br />
|-<br />
|style="padding:0.2em;text-align:center;"|[[Blue peafowl]]<br />
|style="padding:0.2em;text-align:center;"|6<br />
|style="padding:0.2em;text-align:center;"|8<br />
|style="padding:0.2em;text-align:center;"|7<br />
|style="padding:0.2em;text-align:center;"|102<br />
|style="padding:0.2em;text-align:center;"|1<br />
|style="padding:0.2em;text-align:center;"|15-30<br />
|style="padding:0.2em;text-align:center;"|4000<br />
|style="padding:0.2em;text-align:center;"|17<br />
|style="padding:0.2em;text-align:center;"|6<br />
|-<br />
|style="padding:0.2em;text-align:center;"|[[Beak dog]]<br />
|style="padding:0.2em;text-align:center;"|5<br />
|style="padding:0.2em;text-align:center;"|10<br />
|style="padding:0.2em;text-align:center;"|7.5<br />
|style="padding:0.2em;text-align:center;"|1600<br />
|style="padding:0.2em;text-align:center;"|2<br />
|style="padding:0.2em;text-align:center;"|10-20<br />
|style="padding:0.2em;text-align:center;"|150000<br />
|style="padding:0.2em;text-align:center;"|35<br />
|style="padding:0.2em;text-align:center;"|16<br />
|-<br />
|style="padding:0.2em;text-align:center;"|[[Chicken]]<br />
|style="padding:0.2em;text-align:center;"|4<br />
|style="padding:0.2em;text-align:center;"|15<br />
|style="padding:0.2em;text-align:center;"|9.5<br />
|style="padding:0.2em;text-align:center;"|62<br />
|style="padding:0.2em;text-align:center;"|2<br />
|style="padding:0.2em;text-align:center;"|7-15<br />
|style="padding:0.2em;text-align:center;"|3000<br />
|style="padding:0.2em;text-align:center;"|13<br />
|style="padding:0.2em;text-align:center;"|4<br />
|-<br />
|style="padding:0.2em;text-align:center;"|[[Duck]]<br />
|style="padding:0.2em;text-align:center;"|8<br />
|style="padding:0.2em;text-align:center;"|13<br />
|style="padding:0.2em;text-align:center;"|10.5<br />
|style="padding:0.2em;text-align:center;"|52<br />
|style="padding:0.2em;text-align:center;"|2<br />
|style="padding:0.2em;text-align:center;"|7-9<br />
|style="padding:0.2em;text-align:center;"|1000<br />
|style="padding:0.2em;text-align:center;"|0<br />
|style="padding:0.2em;text-align:center;"|0<br />
|-<br />
|style="padding:0.2em;text-align:center;"|[[Goose]]<br />
|style="padding:0.2em;text-align:center;"|3<br />
|style="padding:0.2em;text-align:center;"|8<br />
|style="padding:0.2em;text-align:center;"|5.5<br />
|style="padding:0.2em;text-align:center;"|152<br />
|style="padding:0.2em;text-align:center;"|1<br />
|style="padding:0.2em;text-align:center;"|10-24<br />
|style="padding:0.2em;text-align:center;"|4500<br />
|style="padding:0.2em;text-align:center;"|17-18<br />
|style="padding:0.2em;text-align:center;"|6<br />
|-<br />
|style="padding:0.2em;text-align:center;"|[[Guineafowl]]<br />
|style="padding:0.2em;text-align:center;"|4<br />
|style="padding:0.2em;text-align:center;"|15<br />
|style="padding:0.2em;text-align:center;"|9.5<br />
|style="padding:0.2em;text-align:center;"|42<br />
|style="padding:0.2em;text-align:center;"|1<br />
|style="padding:0.2em;text-align:center;"|10-15<br />
|style="padding:0.2em;text-align:center;"|1500<br />
|style="padding:0.2em;text-align:center;"|0<sup>§</sup><br />
|style="padding:0.2em;text-align:center;"|0<br />
|-<br />
|style="padding:0.2em;text-align:center;"|[[Turkey]]<br />
|style="padding:0.2em;text-align:center;"|10<br />
|style="padding:0.2em;text-align:center;"|14<br />
|style="padding:0.2em;text-align:center;"|12<br />
|style="padding:0.2em;text-align:center;"|87<br />
|style="padding:0.2em;text-align:center;"|2<br />
|style="padding:0.2em;text-align:center;"|7-10<br />
|style="padding:0.2em;text-align:center;"|5000<br />
|style="padding:0.2em;text-align:center;"|19<br />
|style="padding:0.2em;text-align:center;"|6<br />
|}<br />
:<nowiki>*</nowiki> Estimate based on mean of minimum and maximum clutch sizes.<br><br />
:† Total of meat, fat, and intestines.<br><br />
:‡ Reported in infoboxes in this wiki, April 2011. Might be influenced by individual attributes. Use with caution!<br><br />
:§ A yield of 2 meat, 2 fat, a skin, and a skull has been reported for butchering a guineafowl. This seems to be rare.<br> <br />
:‖ Egg size does not currently affect food quantity<br />
<br />
{{Translation| dwarven = rodnul emär | elvish = wotha fela | goblin = ongob slulasp | human = hustra dik}}<br />
<br />
{{Category|Creature attributes}}<br />
[[ru:Domestic animal]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Shrine_(megabeast)&diff=257749Shrine (megabeast)2021-04-11T12:54:25Z<p>MathFox: Added quality rating "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|12:54, 11 April 2021 (UTC)}}<br />
{{av}}<br />
[[File:Shrine.png|thumb|right|180px|A shrine of [[red sand]], decorated with pillars and floors of [[gneiss]]. A [[bronze colossus]] inhabits it.]]<br />
'''Shrines''' ({{Raw Tile|Å|7:0:0}}, ''not to be confused with the [[Temple#Shrines|small religious locations at civilized sites]]'') are a type of [[site]], functioning identically to a [[lair]]. They consist of cubic open spaces decorated with pillars, and some smoothed floors. [[Bronze colossus]]es, [[titan]]s, and sometimes also [[demon]]s make their homes at shrines, and will aggressively defend their territory when approached. Shrines will often be littered with the [[corpse]]s of past adventurers who tried to fight their inhabitants but failed.<br />
<br />
A shrine can be discovered in [[adventurer mode]] either by travelling, or by asking local people about either the surrounding area, or local beasts. As you approach the site, the beast living there will charge at you the moment it notices your presence, making [[stealth]] an attractive choice when setting foot near a shrine. Becoming a [[necromancer]] and reviving the dozens, if not hundreds of corpses to do your bidding is also a wise choice, however you may be left with an army of skeletons that attack any living sapient being on sight.<br />
<br />
<br />
{{Translation| dwarven = okun | elvish = dama | goblin = stodrus | human = lipul}}<br />
<br />
{{World}}<br />
<br />
{{Category|Adventurer mode}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Monarch&diff=257748Monarch2021-04-11T12:46:11Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|12:46, 11 April 2021 (UTC)}}<br />
{{av}}<br />
{{Minorspoiler}}<br />
{{Noble<br />
| noble= Monarch<br />
| office= Royal Throne Room<br />
| quarters= Royal Bedroom<br />
| dining= Royal Dining Room<br />
| tomb= Royal Mausoleum <br />
| chests=10<br />
| cabinets=5<br />
| racks=5<br />
| stands=5<br />
| mandates=5<br />
| demands=10<br />
| arrival=<br />
* 15,000☼ wealth in Architecture<br />
* 7,500☼ in offerings to dwarven [[caravan]]<br />
* [[Fortress|Metropolis]] rank<br />
}}<br />
The '''monarch''' is the highest level [[noble]], and also the noble of the highest precedence. Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the existing monarch arrives as an immigrant from the previous capital. However, one of your fortress residents may become monarch if the position is vacant, either by inheriting the title or after conducting "polite discussions with local rivals". A male monarch is known as a "king" and a female as a "queen". Either may arrive with a [[consort]], as well as an entourage that can include the [[outpost liaison]], [[general]], elite military dwarves, and ordinary workers.<br />
<br />
Requirements for a monarch's arrival can be checked by pressing {{k|n}} {{k|c}} after a [[fortress]] has reached a certain [[wealth]]. It is unclear exactly what these requirements are, but a fortress must be a [[Fortress|metropolis]]. These requirements notably do not apply when one of your fortress residents is elevated to monarch.<br />
<br />
With the presence of the monarch, a fortress becomes the capital of its [[civilization]]. As a result, it can no longer receive visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as offerings.<br />
<br />
The monarch arrives at the same time as an [[immigration]] wave, but has an entirely separate entourage that can spawn from a different part of the map. The monarch's entourage includes a "royal guard" consisting of dwarves with Legendary +5 skill in a random weapon (but no skill in Fighter), Accomplished skill in Dodger, Shield User, and Armor User, and the "doesn't really care about anything anymore" trait. The monarch will arrive even if you have exceeded your [[Immigration|population cap]]s, though the entourage may be limited by the caps.<br />
<br />
It may be that your monarch is an ancient [[vampire]] with thousands of kills to their name before arriving at your fortress. Some monarchs have been known to drop dead (''of regicide, perhaps'') as soon as they enter the map, especially in older worlds. Monarchs may also be of a different race, such as [[Main:Cacame Awemedinade|an elven king]].<br />
<br />
Random dwarves in [[dwarf fortress mode]] can become monarchs, if the current monarch dies or if the position was vacant (common in dying civilizations). If the position no longer exists (i.e. the civilization is truly [[extinct]]) then no monarch will be appointed until the civilization is "resurrected" (by retiring a fortress, for example).<br />
<br />
== In other civilizations ==<br />
<br />
Elves also have a monarch position of sorts, but in terms of function and importance they're royalty in name only. The actual position at the top is the [[druid]], capable of appointing the monarch position. Elves are notable only in that they have a defined princess (both their monarchs and the position under them are always female) position that can succeed a queen. However this doesn't actually replicate a hereditary monarchy, as princesses have to be replaced by the druid appointing a new one. Both serve various noble functions, with princesses having many of the same responsibilities as the dwarven [[general]].<br />
<br />
Humans and goblins, meanwhile, generate equivalent positions during worldgen. These tend to have names like "law-giver" or "master", and presumably have most of the functions and behavior dwarven monarchs do – without extracting the information from the world data, however, it can be difficult to tell. In the case of goblins, the position of master often starts off taken by [[demon|something else entirely.]]<br />
<br />
[[File:Ezum-sarasti.jpg|thumb|center|300px|Artist rendering of a dwarf king by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]<br />
<br />
{{gamedata| [POSITION:MONARCH]<br />
[NAME_MALE:king:kings]<br />
[NAME_FEMALE:queen:queens]<br />
[NUMBER:1]<br />
[SPOUSE_MALE:king consort:kings consort]<br />
[SPOUSE_FEMALE:queen consort:queens consort]<br />
[SUCCESSION:BY_HEIR]<br />
[RESPONSIBILITY:LAW_MAKING]<br />
[RESPONSIBILITY:RECEIVE_DIPLOMATS]<br />
[RESPONSIBILITY:MILITARY_GOALS]<br />
[PRECEDENCE:1]<br />
[SPECIAL_BURIAL]<br />
[RULES_FROM_LOCATION]<br />
[MENIAL_WORK_EXEMPTION]<br />
[MENIAL_WORK_EXEMPTION_SPOUSE]<br />
[SLEEP_PRETENSION]<br />
[PUNISHMENT_EXEMPTION]<br />
[FLASHES]<br />
[BRAG_ON_KILL]<br />
[CHAT_WORTHY]<br />
[DO_NOT_CULL]<br />
[KILL_QUEST]<br />
[EXPORTED_IN_LEGENDS]<br />
[DETERMINES_COIN_DESIGN]<br />
[COLOR:5:0:1]<br />
[ACCOUNT_EXEMPT]<br />
[DUTY_BOUND]<br />
[DEMAND_MAX:10]<br />
[MANDATE_MAX:5]<br />
[REQUIRED_BOXES:10]<br />
[REQUIRED_CABINETS:5]<br />
[REQUIRED_RACKS:5]<br />
[REQUIRED_STANDS:5]<br />
[REQUIRED_OFFICE:10000]<br />
[REQUIRED_BEDROOM:10000]<br />
[REQUIRED_DINING:10000]<br />
[REQUIRED_TOMB:10000]}}<br />
{{nobles}}<br />
{{Category|Aristocrats}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Coati_man&diff=257687Coati man2021-04-03T19:51:32Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:51, 3 April 2021 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Coati men''' are [[animal people]] variants of the common [[coati]] who can be found in [[savage]] [[temperate]] and [[tropical]] [[forest]]s. They spawn in groups of 1-5 individuals and, much like their common precedential type specimens, are prone to [[Thief|stealing]] whatever items they can find and getting beaten to death by random civilians - sometimes even livestock - on sight. This will give your refuse stockpile's savior a fairly severe bad thought, just like killing any other sapient creature. In terms of size, they are a little over half the weight of the average [[dwarf]].<br />
<br />
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].<br />
<br />
Some dwarves [[Preferences|like]] coati men for their ''curiosity''.<br />
<br />
[[File:coati_man.png|thumb|250px|center|Less creepily awkward in-game.]]<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Forbid&diff=257592Forbid2021-03-25T15:18:28Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|15:18, 25 March 2021 (UTC)}}<br />
{{av}}<br />
<br />
An item that is forbidden will never be handled by your dwarves and will appear surrounded by braces -- { } -- to signify that they are forbidden. (In-game, these braces can be difficult to distinguish from parentheses, which are used to signify that the object was manufactured outside the [[fortress]].) Forbidden objects still contribute to fortress value.<br />
It is the opposite of [[reclaim]]. For example, [[stone]]s that have been forbidden will not appear in the [[construction]] menu, and will not be used at [[workshop]]s. If a forbidden object is on a build site, the building will be suspended and an [[Main:Dwarf_cancels_Construct_Building:_Item_blocking_site|announcement]] will appear informing the player that the build site is blocked.<br />
<br />
Note: If you {{k|q}}uery a [[door]] or [[floor hatch]], the {{k|l}}ock option is to ''"Forbid Passage''". That does not "forbid" the door/hatch itself.<br />
<br />
==Forbidding items==<br />
*In order to forbid a specific loose item, use {{k|k}} and scroll over the item you wish to forbid. Then press {{k|f}} in order to toggle the forbidden state of the item.<br />
*In order to mass forbid entire swathes of items, use the {{k|d}}-{{k|b}}-{{k|f}} keys and designate items with either the keyboard or the mouse.<br />
*With a [[bookkeeper]], specific items and entire classes of items can be forbidden in the [[stocks]] screen.<br />
*In order to prevent your dwarves from using a specific workshop or trap, press {{k|t}} and forbid the materials that it is made of. <br />
*Using the [[standing orders]] menu, certain items can be automatically forbidden (like fired ammunition and battlefield spoils).<br />
<br />
==Uses of forbidding items==<br />
<br />
*Dwarves in [[strange mood]]s can be directed to materials of your choice by selectively forbidding objects.<br />
*Preventing dwarves from looting the bodies of your enemies (or friends) during a [[siege]] by forbidding items on the battlefield is generally a good idea. You can also go to the Forbid orders menu with {{k|o}}-{{k|F}} to make these items forbidden by default.<br />
*You can use the mass designation tool to forbid items in sealed off areas in order to get a more accurate representation of available resources in your stocks screen. Don't forget to reclaim when it's time to go spelunking!<br />
*Forbidding [[egg]]s in a [[nest box]] keeps them out of dwarven hands long enough for them to hatch.<br />
*Forbidding an item hauled by a dwarf will cause him to drop it once he realizes it is forbidden. <br />
*Forbidding materials clears any in-process hauling jobs; using local materials can allow you to complete [[construction]]s much faster than hauling the materials to a central location then back out to the job site.<br />
*Forbidding [[trap]]s will prevent your mechanics from dashing out in the middle of a battle to reset them.<br />
*You can forbid your good ammunition during peaceful times so that your dwarves instead use wood arrows for target practice and hunting. (But you can also do this by specifying different materials for training and combat bolts and for hunters.)<br />
<br />
==Getting Items Back==<br />
<br />
*Use {{k|f}} to toggle the forbidden state of the item.<br />
*The mass reclaim function{{k|d}}-{{k|b}}-{{k|c}} can be used to regain access to forbidden items if needed. This is especially useful if you cannot directly toggle the forbidden setting of items. For example, claiming the weapons of an armed enemy in a cage is possible with mass reclaim (the {{k|u}}-{{k|i}} menu is not accessible for caged creatures).<br />
*With a [[bookkeeper]], specific items and entire classes of items can be reclaimed in the [[stocks]] screen. <br />
<br />
<br />
{{Category|Designations}}<br />
{{Category|Fortress mode}}<br />
[[ru:Forbid]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Ocean_sunfish&diff=256167Ocean sunfish2020-12-23T19:02:57Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:02, 23 December 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
|wiki=yes<br />
|bone=11<br />
|meat=31<br />
|fat=8<br />
|skull=1<br />
|skin=scale<br />
|lung=2<br />
|heart=1<br />
|intestine=8<br />
|liver=2<br />
|tripe=2<br />
|sweetbread=1<br />
|spleen=1<br />
|kidney=2<br />
|brain=2<br />
|eye=2<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Ocean sunfish''' are a species of huge [[Creature|fish]] who can be found in [[temperate]] and [[tropical]] [[ocean]]s. At one ton, they're the heaviest species of Osteichthyes fish (fish with skeletons made of [[bone]] rather than cartilage) in real life, but are second to [[sturgeon]]s in ''Dwarf Fortress''. Due to their massive size, they provide a great amount of returns when [[butcher]]ed. As non-[[vermin]] fish, ocean sunfish can't be fished by [[Fisherdwarf|fisherdwarves]], but can be caught with the use of a [[drowning chamber]]. Infant ocean sunfish are called ''ocean sunfish fry''.<br />
<br />
Some dwarves [[Preferences|like]] ocean sunfish for their ''size'' and their ''strange fins''.<br />
<br />
{{Translation| dwarven = migrur ad-tatlosh | elvish = romi amiÿa-thaci | goblin = strabo xogak-otu | human = sota sáthra-amsir}}<br />
[[File:Mola mola.jpg|thumb|400px|center|Admired for its ''size''.]]<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Copperhead_snake&diff=256153Copperhead snake2020-12-21T22:30:55Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|22:30, 21 December 2020 (UTC)}}<br />
{{creaturelookup/0<br />
|contrib=no<br />
|skull=1<br />
|wiki=Agkistrodon contortrix<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Copperhead snakes''' are tiny, solitary, [[Syndrome|venomous]] [[creature]]s who inhabit [[temperate]] broadleaf [[forest]]s and [[wetland|swamps]]. They can inject a poison that causes nausea and pain, and swelling of the affected area, which wears off after not too much time, though they're typically too small to successfully puncture a [[dwarf]]'s skin. Like other snakes, they continuously grow through their entire lives, reaching their max size at the age of 20, though some copperheads may die of old age as soon as they reach the age of 10. Even when fully grown, however, they are among the smallest creatures in the game who aren't [[vermin]].<br />
<br />
Copperhead snakes can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s. They are born adults and as such can't be fully tamed. They are too small to give anything but a [[skull]] when [[butcher]]ed and, unlike most reptiles, they give live birth instead of laying [[egg]]s, making them entirely unusable for a [[meat industry]]. A [[totem]] made out of a copperhead's skull, however, will be [[Multiply value|twice]] more valuable than a normal one.<br />
<br />
Some dwarves [[Preferences|like]] copperhead snakes for their ''attractive scale patterns''.<br />
<br />
{{Translation| dwarven = gusil-ser therleth | elvish = canò-íne imaza | goblin = saxo-ostam slorust | human = gugir-aru rosha}}<br />
[[File:Copperhead05.jpg|thumb|center|400px|Admired for its ''attractive scale patterns''.]]<br />
<br />
{{gamedata}}<br />
{{creatures}}<br />
{{Category|Animals}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Giant_giraffe&diff=256152Giant giraffe2020-12-21T22:29:14Z<p>MathFox: Changed quality rating from "Fine" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|22:29, 21 December 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
|bone=70-102<br />
|meat=150-223<br />
|fat=41-58<br />
|eye=2<br />
|lung=12-20<br />
|heart=3-5<br />
|intestine=20-30<br />
|liver=6-10<br />
|tripe=6-10<br />
|sweetbread=3-5<br />
|spleen=3-5<br />
|kidney=6-10<br />
|brain=6-10<br />
|skull=1<br />
|tooth=1<br />
|horns=2<br />
|skin=hide<br />
}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
'''Giant giraffes''' are gargantuan versions of the giraffe, a long-necked grazer found roaming [[savage]] [[tropical]] [[savanna]]s and [[shrubland]]s. Being a giant creature, giant giraffes provide an absurd amount of (extremely valuable, being 5x the value of common domestic animals) butchering returns.<br />
<br />
Giant giraffes also make decent exotic pets, but their real value lies as a staple of the [[meat industry]].<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}<br />
{{Category|Animals}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Roller&diff=256151Roller2020-12-21T20:10:33Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|20:10, 21 December 2020 (UTC)}}<br />
{{Machine component|name=Roller|key=r<br />
|construction=<br />
* 1 or more [[Mechanism]]s<br />
* 1 [[Rope]]<br />
|construction_job=<br />
* [[Mechanic|Mechanics]]<br />
|power=Uses 2 power per tile (independent of speed).<br />
}}<br />
{{av}}<br />
<br />
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of [[minecart]]s. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see here]]), all set prior to construction. A roller uses two units of power per tile of length. <br />
<br />
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected.<br />
<br />
Relative Speeds:<br />
{| class="wikitable"<br />
|-<br />
! Feature<br />
! Speed<br />
|-<br />
| Down ramp¹<br />
| 4900<br />
|-<br />
| Dwarf push²<br />
| 20000<br />
|-<br />
| Roller lowest<br />
| 10000<br />
|-<br />
| Roller low<br />
| 20000<br />
|-<br />
| Roller medium<br />
| 30000<br />
|-<br />
| Roller high<br />
| 40000<br />
|-<br />
| Roller Highest <br />
| 50000<br />
|-<br />
|}<br />
¹ Ramps provide acceleration rather than setting a new velocity, and are subject to friction in the same tile.<br/><br />
² A dwarf push sets the speed of the vehicle, but is subject to friction and starts moving from halfway through the tile.<br/><br />
(see the [[Minecart#Numbers_behind_the_scene|Minecart]] page for details)<br />
<br />
A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.<br />
<br />
Rollers may be placed directly on ramps to help pull carts up Z-levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to designated powered components (gears, axles, or pumps). The components do not need to be constructed, only designated, so you can designate a gear that would power a roller if the gear were powered, designate the roller on a ramp, and remove the gear designation, all without unpausing.<br />
<br />
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors{{cite forum|109460/3284745}}. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.<br />
<br />
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.<br />
<br />
All rollers transmit power ''perpendicular'' to their activity direction. Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.<br />
<br />
Rollers cannot be powered from above. For most cases it is desired, using [[screw pump]] impassable tiles can make for a "powered wall" workaround.<br />
<br />
{{buildings}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Magma_forge&diff=256150Magma forge2020-12-21T20:02:06Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|20:02, 21 December 2020 (UTC)}}<br />
{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Trapper, Mechanic<br />
|construction=<br />
* [[Magma-safe]] [[building material]] (non-[[economic]])<br />
* [[Magma-safe]] [[anvil]]<br />
|construction_job=<br />
* [[Weaponsmith]]ing<br />
* [[Armorsmith|Armoring]]<br />
* [[Metalsmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
* [[Trapper|Trapping]]<br />
* [[Mechanic]]s<br />
|use=<br />
* [[Metal|Metal bars]]<br />
|production=<br />
*[[Weapons]]<br />
*[[Armor]]<br />
*[[Chain]]s<br />
*[[Crafts]] <br />
*[[Goblet]]s (x3 from one metal bar)<br />
*[[Toy]]<br />
*[[Instrument]]<br />
*[[Anvil]]s<br />
*[[Vial|Flask]]s (x3 from one metal bar)<br />
*[[Coins]] (x500 from one metal bar)<br />
*[[Stud]]ding<br />
*[[Furniture]]<br />
*[[Animal trap]]s<br />
*[[Mechanisms]]<br />
}}{{av}}<br />
<br />
The '''magma forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[ammunition]], [[armor]], [[furniture]], [[coins]], [[trap component]]s, metal crafts and [[siege engine|ballista arrow heads]] without the need for [[fuel]] to heat the forge.<br />
<br />
To build a magma forge, you must have [[magma-safe]] materials (non-magma-safe materials will not be shown on the material list), an [[anvil]], and a build site where at least one tile directly beneath one of its eight non-center tiles contains [[magma]] at a depth of 4/7 or greater.<br />
<br />
Note that the anvil used to build a magma forge ''does'' need to be magma-safe—normally anvils can only be made from magma-safe materials, but [[strange mood]]s can create artifact anvils which cannot be used at a magma forge (or, in the case of metals like [[zinc]], at ''any'' forge).<br />
<br />
Covering the opening of the magma with an [[impassable tile]] of the workshop (dark green) will prevent dwarves from getting knocked in and prevent magma creatures from crawling out, possibly barring a [[building destroyer]] with an alternate route. <br />
<br />
While it is possible to construct a magma forge without open access to magma beneath any of its 9 squares, it will not operate (you will be unable to add tasks to the workshop). Note also that, like all workshops, ''the central tile must be built over solid ground'', as it is required for a dwarf to stand there to use the workshop, and therefore cannot be the square used to access magma (you will be blocked from building the workshop).<br />
<br />
'''In order to build a magma forge, you must have first discovered''' [[magma]] on the map, whether by locating a [[volcano]] or [[magma pool]] or by discovering the [[magma sea]].<br />
<br />
==Workshop labors and skills==<br />
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:<br />
<br />
*[[Weaponsmith]]ing – [[weapon]]s, [[trap]] components, [[bolt]]s, and [[ballista arrowhead]]s<br />
*[[Armorsmith|Armoring]] (armorer) – [[armor]]<br />
*[[Metal crafter|Metalcrafting]] – [[Restraint|chains]], musical [[instrument]] components, and everything in the "Other Objects" category ([[craft]]s, [[coins]], [[goblet]]s, [[stud]]ding, etc.), except anvils <br />
*[[Blacksmith|Blacksmithing]] – [[Anvil]]s, [[block]]s, and all [[furniture]] except chains.<br />
*[[Trapper|Trapping]] – Animal Traps.<br />
*[[Mechanic]]s – Mechanisms.<br />
<br />
==Cost of items==<br />
<br />
The cost of a weapon or piece of armor in metal bars can be calculated by dividing its material size by three and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the Metal crafter. The table on the [[Melt]] page lists the cost of common items and their yields when melted.<br />
<br />
==See also==<br />
*[[Metalsmith's forge]]<br />
<br />
{{Workshops}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Metalsmith%27s_forge&diff=256149Metalsmith's forge2020-12-21T20:00:08Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|20:00, 21 December 2020 (UTC)}}<br />
{{Workshop|name=Metalsmith's forge|key=f<br />
|job=<br />
* [[Weaponsmith|Weaponsmithing]]<br />
* [[Armorsmith|Armoring]]<br />
* [[Blacksmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
* [[Trapper]]<br />
* [[Mechanic]]<br />
|construction=<br />
* [[Fire-safe]] [[building material]] (non-[[economic]])<br />
* [[Fire-safe]] [[anvil]]<br />
|construction_job=<br />
* [[Weaponsmith|Weaponsmithing]]<br />
* [[Armorsmith|Armoring]]<br />
* [[Blacksmith|Blacksmithing]]<br />
* [[Metal crafter|Metalcrafting]]<br />
|use=<br />
* [[Coke]] or [[Charcoal]] ([[Fuel]])<br />
* [[Metal]] [[bar]]s<br />
|production=<br />
*[[Armor]]<br />
*[[Weapon]]<br />
*[[Chain]]<br />
*[[Crafts]] - X3 from one metal bar.<br />
*[[Furniture]]<br />
*[[Mechanism]]s<br />
}}{{av}}<br />
<br />
[[File:blacksmith_dwarf.jpg|thumb|222px|right|The lack of height helps him focus.]]The '''metalsmith's forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon|weapons]], [[armor]], [[furniture]], [[Currency|coins]], [[ammunition]] for [[siege]] equipment and [[crossbow|crossbows]], [[trap component]]s, and other [[finished goods]]. Depending on the generated world, musical [[instrument]] components may or may not be built here. To build a forge, you must have [[fire-safe]] materials and an [[anvil]]. Every use of the forge, except for [[Decoration|stud]]ding, consumes one unit of [[fuel]] ([[coke]] or [[charcoal]]).<br />
<br />
Note that the anvil used to build a metalsmith's forge ''does'' need to be fire-safe—normally anvils can only be made from fire-safe materials, but [[strange mood]]s can create artifact anvils out of metals like [[tin]], which are entirely unusable.<br />
<br />
==Workshop labors and skills==<br />
All metallic end products are created at a metalsmith's forge, using four of the five [[Metal industry|metalsmithing]] skills (the exception being [[smelting]]):<br />
* [[Weaponsmith]]s can create [[weapon]]s, [[trap]] components, [[bolt]]s, and [[ballista arrowhead]]s<br />
* [[Armorsmith]]s create [[armor]]<br />
* [[Metal crafter]]s create [[chain]]s and "Other Objects" ([[craft]]s, [[Currency|coins]], [[goblet]]s), musical [[instrument]] components, as well as performing [[Decoration|stud]]ding<br />
* [[Blacksmith]]s create [[anvil]]s, [[block]]s, and all [[furniture]] except chains<br />
* [[Trapping|Trappers]] create animal traps.<br />
* [[Mechanic|Mechanics]] create mechanisms.<br />
<br />
==Cost of Items==<br />
The cost of a [[weapon]] or piece of [[armor]] in metal [[bar]]s can be calculated by using material size/3 and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the [[Metal crafter]]. The table on the [[Melt item]] page lists the cost of common items and their yields when melted.<br />
<br />
==Size{{version|0.42.01}}==<br />
To create differently sized armor for non-dwarf residents, request it to be made from the workshop as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make the item for and press {{k|enter}} twice.<br />
==See also==<br />
*[[Magma forge]]<br />
<br />
{{Workshops}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Animal_trainer&diff=256144Animal trainer2020-12-20T13:10:27Z<p>MathFox: Changed quality rating from "Exceptional" to "Masterwork" using the rating script</p>
<hr />
<div>{{Quality|Masterwork|13:10, 20 December 2020 (UTC)}}<br />
{{av}}<br />
{{Skill<br />
| color = 2:0<br />
| skill = Animal Trainer<br />
| profession = [[Ranger]]<br />
| job name = [[Animal training]]<br />
| tasks =<br />
* Train [[dog|war animal]]<br />
* Train [[dog|hunting animal]]<br />
* Train large animal<br />
* Train small animal<br />
| workshop = [[Kennel]]<br />
| attributes =<br />
* Agility<br />
* Toughness<br />
* Endurance<br />
* Intuition<br />
* Patience<br />
* Empathy<br />
}}<br />
<br />
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].<br />
<br />
The Animal [[status]] tab ({{k|z}} - {{k|Enter}}) has a list of all animals that belong to your civilization, and are tame, trained, or trainable. Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked in the second sub-tab in "Animals" tab. There is no way to tame a specific type of vermin.<br />
<br />
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. It's a bit counterintuitive, but only taming vermin requires a [[kennel]].<br />
<br />
== Domesticating wild animals ==<br />
=== Capture ===<br />
In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]] or biomes, if your fortress overlaps multiple [[region]]s.<br />
<br />
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.<br />
<br />
Just because you have a creature stowed away in your cages [[stockpile]], does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or [[animal people]]), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse, these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train, see [[live training]] and [[mass pitting]].<br />
<br />
=== Training ===<br />
{| style="text-align:center; float:right; margin:8px;" class=wikitable<br />
! '''Designation'''<br />
! '''Description''' <br />
|-<br />
| Wild || Not Tame<br />
|-<br />
| Semi-wild || Semi-wild<br />
|-<br />
| Trained || Trained<br />
|-<br />
| -Trained- || Well-trained <br />
|-<br />
| +Trained+ || Skillfully trained <br />
|-<br />
| *Trained* ||Expertly trained<br />
|-<br />
| ≡Trained≡ || Exceptionally trained <br />
|-<br />
| ☼Trained☼ || Masterfully trained <br />
|-<br />
| Domesticated || Tame<br />
|}<br />
<br />
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.<br />
<br />
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).<br />
<br />
A notable exception from "training levels" are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.<br />
<br />
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that <tt>[GRAZER]</tt> animals need a pasture to survive, and will die if left to linger in a cage for too long.<br />
<br />
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.<br />
<br />
Adult trained animals will slowly revert to their wild origins over time and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].<br />
<br />
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.<br />
<br />
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become "friendly" and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.<br />
<br />
=== Animal knowledge ===<br />
<br />
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually "civilization-level" domesticate a species.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup><br />
<br />
Every tame animal job increases overall fort training points for that animal by 10, and the fort training knowledge levels are attained at 30, 100, 250 and 500 (it zeroes points when it increases level). War and hunting jobs are also worth 10 points, but a maintenance job is only worth 3. If your fort level is higher than the civ level for a given animal, 10 points of knowledge are transferred with each caravan that gets off the map (so it'd take 88 years worth of caravans to bring the civ all the way up to "expert", but just 3 years to get every subsequent fort to start at "few facts").<br />
<br />
The fort level of knowledge has a strong effect on in-fort training. When attempting to train an animal, a skill roll will be matched against a threshold that depends on animal knowledge.<br />
For instance, if you know nothing about the animal, the animal training roll must be 30 to get past semi-wild and 100 to be masterfully trained (with 40/50/65/80 for the others). As you gain knowledge, the thresholds become lower and easier to attain:<br />
<br />
*"Few facts": 20/30/40/60/70/90<br />
*"Familiar": 15/20/30/50/60/80<br />
*"Knowledgeable": 10/15/25/40/50/70<br />
*"Expert": 5/10/20/30/40/60<br />
<br />
The calculations for skill rolls are complicated, but by these numbers, your trainers are almost twice as good at expert-level fort knowledge, if they weren't already great trainers in their own right (in which case they'll probably crack 100 most times without help).<br />
<br />
<br />
{|class="wikitable" style="width:80%; align:center"<br />
! Announcement<br />
! Training level in {{k|z}} screen<br />
|-<br />
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}<br />
| {{DFtext|A few facts|red}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}<br />
| {{DFtext|General familiarity|yellow}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}<br />
| {{DFtext|Knowledgeable|white}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}<br />
| {{DFtext|Expert|cyan}}<br />
|-<br />
| {{center|-}}<br />
|{{DFtext|Domesticated|lime}}<br />
|}<br />
<br />
=== Taming children ===<br />
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully domesticated population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.<br />
<br />
Animals born from a partially-trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this "inherited" training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.<br />
<br />
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be domesticated, and once the young animal grows up the opportunity for domestication will no longer be available.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a domesticated population at the cost of removing a source of experience from your trainers.<br />
<br />
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live birth, or by laying and incubating [[egg]]s. Child-rearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated: The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> The resultant children will have the taming status of their mother when they were ''laid'', not hatched.<br />
<br />
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s, [[dragon]]s and [[hydra]]s.<br />
<br />
==Animal AI==<br />
If a trained animal is "stray", that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense, but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.<br />
<br />
A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owner die, the animal may instead be seen alternating between meeting areas and visiting the site of their death (even if their body is no longer there).<br />
<br />
==Hunting/War training==<br />
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] ({{k|i}}-{{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}-{{k|Enter}}) and find your trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training or {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task.<br />
<br />
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.<br />
<br />
===Train a hunting animal===<br />
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|a}}) to follow a hunter and assist in the hunting process. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal and cannot be unassigned.<br />
<br />
=== Train a war animal ===<br />
Requires: An [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_WAR|c}}, an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are assigned the same way as hunting animals ({{k|v}}-select dwarf-{{k|p}}-{{k|a}}).<br />
<br />
War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.<br />
<br />
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.<br />
<br />
== Bonding ==<br />
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it ("formed a bond with an animal training partner"), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer ("has lost an animal training partner to tragedy"), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.<br />
<br />
An animal trainer with a preference for the animal may adopt and name the animal at the time of training, even if the animal is not designated for adoption. This leaves the trainer highly susceptible to the bad "pet death" thought, renders the animal inedible, and eventually requires an extra coffin. It may be advisable to disable animal training on any trainer with such a preference, especially for war training.<br />
<br />
== Trainable war/hunting animals ==<br />
The following creatures can be trained into war or hunting animals once they are tamed. Bigger animals ''tend'' to be stronger in combat. For comparison, an average adult dwarf is size 60,000.<br />
<br />
{| class="wikitable sortable"<br />
! Animal<br />
! Size (cm³)<br />
! Notes<br />
|-<br />
|[[Bobcat]]<br />
|8,000<br />
|Too small ≈<br />
|-<br />
|[[Mandrill]]<br />
|20,000<br />
|^<br />
|-<br />
|[[Lynx]]<br />
|25,000<br />
|^ ≈<br />
|-<br />
|[[Ocelot]]<br />
|25,000<br />
|^ ≈<br />
|-<br />
|[[Dog]]<br />
|30,000<br />
|^ ♪<br />
|-<br />
|[[Cheetah]]<br />
|50,000<br />
|^ ♪ ≈<br />
|-<br />
|[[Leopard]]<br />
|50,000 <br />
|^ ♪ ≈<br />
|-<br />
|[[Jaguar]]<br />
|75,000<br />
|† ♪ ≈<br />
|-<br />
|[[Gorilla]]<br />
|150,000<br />
|† ≈<br />
|-<br />
|[[Giant bat]]<br />
|200,000<br />
|♪ Hunting only<br />
|-<br />
|[[Giant cave swallow]]<br />
|200,000<br />
|♪ Hunting only<br />
|-<br />
|[[Grizzly bear]]<br />
|200,000<br />
|† ♪ ≈<br />
|-<br />
|[[Lion]]<br />
|200,000 <br />
|† ♪ ≈<br />
|-<br />
|[[Tiger]]<br />
|225,000<br />
|† ♪ ≈<br />
|-<br />
|[[Giant bobcat]]<br />
|256,320<br />
|☼ ≈<br />
|-<br />
|[[Giant mandrill]]<br />
|341,800<br />
|☼<br />
|-<br />
|[[Giant lynx]]<br />
|377,750<br />
|☼ ≈<br />
|-<br />
|[[Giant ocelot]]<br />
|377,750<br />
|☼ ≈<br />
|-<br />
|[[Polar bear]]<br />
|400,000<br />
|☼ ≈<br />
|-<br />
|[[Giant cheetah]]<br />
|560,000<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant leopard]]<br />
|560,000 <br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant jaguar]]<br />
|750,000<br />
|☼ ♪ ≈<br />
|-<br />
|[[Gigantic panda]]<br />
|1,160,900<br />
|☼ ‼ ≈<br />
|-<br />
|[[Giant grizzly bear]]<br />
|1,700,000<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant lion]]<br />
|1,700,000 <br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant tiger]]<br />
|1,900,000 <br />
|☼ ♪ ≈<br />
|-<br />
|[[Rhinoceros]]<br />
|3,000,000<br />
|☼ ♪ ‼ ≈ War only<br />
|-<br />
|[[Giant polar bear]]<br />
|3,268,000<br />
|☼ ≈<br />
|-<br />
|[[Jabberer]]<br />
|4,500,000<br />
|☼<br />
|-<br />
|[[Elephant]]<br />
|5,000,000<br />
|☼ ‼ ≈<br />
|-<br />
|[[Cave dragon]]<br />
|15,000,000<br />
|☼ ○<br />
|-<br />
|[[Roc]]<br />
|20,000,000<br />
|☼ ♪ [[Megabeast]]<br />
|-<br />
|[[Giant rhinoceros]]<br />
|24,000,000<br />
|☼ ♪ ‼ ≈ War only<br />
|-<br />
|[[Dragon]]<br />
|25,000,000<br />
|☼ ○ [[Megabeast]]<br />
|-<br />
|[[Giant elephant]]<br />
|40,000,000<br />
|☼ ‼ ≈<br />
|}<br />
<br />
: ☼ — ''Recommended choice for armies due to their great size.''<!-- size ≥ trolls (250k) --><br />
: † — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''<br />
: ^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''<br />
: ♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''<!-- spd ≥ 50 kph or flight --><br />
: ‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''<br />
: ≈ — ''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely fall behind any moving squad and miss offensive combat situations due to it.''<br />
: ○ — ''Offspring are born adults and cannot be fully tamed.''<br />
: [[Megabeast]]s — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{bug|10731}}<br />
<br />
Remember to keep a breeding pair out of harm's way if you want more of a particular animal, in case the ones in service die.<br />
<br />
==Training water creatures==<br />
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]</span></sup> Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of more interesting bugs in the game: [[ghost]] trainers.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=127659 3]</span></sup> It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.<br />
<br />
==Training hostile creatures==<br />
<br />
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage.<br />
<br />
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts <s>amusingly</s> disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.<br />
<br />
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.<br />
<br />
==Handling dangerous creatures==<br />
<br />
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the "chain large creature" and "cage large creature" jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.<br />
<br />
==Taming vermin==<br />
<br />
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a kennel. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.<br />
<br />
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame cave spiders don't spin webs. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.<br />
<br />
==Taming intelligent creatures==<br />
<br />
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.<br />
<br />
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. Once trained, they will be subject to hunger, thirst and drowsiness, and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].<br />
<br />
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.<br />
<br />
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war, and then assign them to one of your dwarves, they will obtain a name. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.<br />
<br />
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.<br />
<br />
A trained intelligent creature will only become fully controllable if it applies for [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply for citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying for citizenship requires verification.<br />
<br />
==Bugs==<br />
<br />
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}<br />
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}<br />
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}<br />
* Creatures lacking {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.<br />
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{bug|10731}}<br />
<br />
{{skills}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Level_of_conflict&diff=256143Level of conflict2020-12-20T12:49:01Z<p>MathFox: Changed quality rating from "Fine" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|12:49, 20 December 2020 (UTC)}}<br />
{{av}}<br />
<br />
Not all combat in ''Dwarf Fortress'' is lethal, to-the-death fighting. Several different '''levels of conflict''' exist and are used in different circumstances, affecting how [[creature]]s interact in combat.<br />
<br />
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command. When you attack an enemy by moving into them, you seem never to choose attacks that would escalate the conflict (you will punch even if you have a weapon, avoid locks while brawling, and won't attempt strangulation in nonlethal combat).<br />
<br />
== Levels ==<br />
The levels revealed in the [[object testing arena]] are as follows:<br />
* {{DFtext|No Quarter|5:0:1}}<br />
* {{DFtext|Lethal|4:0:1}}<br />
* {{DFtext|Non-lethal|6:0:1}}<br />
* {{DFtext|Brawl|3:0:1}}<br />
* {{DFtext|Training|7:0:1}}<br />
* {{DFtext|Horseplay|2:0:1}}<br />
* {{DFtext|Encounter|7:0:0}}<br />
<br />
One other is commonly found in adventurer mode, despite that, strictly speaking, it is not a level of conflict:<br />
* {{DFtext|Ally|1:0:1}}<br />
<br />
=== No Quarter ===<br />
An attacker who gives [[wikipedia:No quarter|no quarter]] will refuse to accept [[surrender]] or otherwise spare the life of an opponent, meaning the conflict will not end until either the opponent is dead or the attacker retreats. No-quarter mode is caused by either required kill [[ethic]]s (where surrendering would allow cheating the justice system), fighting with a non-sapient animal (which does not understand the concept of surrender), or the opponent faking surrender (so the attacker will not fall for such tricks again).<br />
<br />
This level of conflict may be reduced to Lethal, and then further reduced until the creature is neutral.<br />
<br />
=== Lethal ===<br />
Lethal combat is a fight to the death - striking with weapons will escalate combat into lethality. Although death is likely in this mode of conflict, surrender may be accepted to end the fight.<br />
<br />
Combat also escalates to lethal if you attempt to bite an opponent, gouge their eyes or other body parts, break appendages after putting them in joint locks, or place a chokehold on the throat (that is, any body part with the THROAT token). There is no way to place a chokehold on someone in ''Dwarf Fortress'' without it being considered a lethal fight, even if you intend to release them as soon as they lose consciousness.<br />
<br />
=== Non-lethal ===<br />
Non-lethal combat is a fight without the use of weapons, instead using punches, kicks, scratching, and most forms of wrestling. Non-lethal fights may end without either combatant dying, though it is still possible to receive or deliver mortal wounds.<br />
<br />
Currently, the only means of initiating non-lethal combat in adventurer mode is to wrestle an opponent and put one of their appendages in a joint lock. Otherwise, combat never elevates above brawling.<br />
<br />
=== Brawl ===<br />
A brawl occurs when one person attacks another with punches, kicks, scratching, and wrestling moves other than joint locks, choke holds, and gouging. A common situation in which a brawl can be initiated is by punching someone who has spat at you.<br />
<br />
A primary difference between brawling and non-lethal combat is that NPC brawlers will not attack someone on the ground. This can presently be exploited in adventurer mode to easily subdue opponents and/or rapidly train striking, kicking, and wrestling by fighting while lying down. Note, however, that some opponents will elevate combat to lethal or no quarter for reasons other than your chosen combat style.<br />
<br />
NPCs engaged in either non-lethal combat or brawling will sheath their weapons and shields.<br />
<br />
=== Training ===<br />
Training is the mode used in sparring. In sparring, participants will use training weapons if they are available, and will "pull" their blows to inflict as little injury as possible by "lightly tapping the target". Injuries may still occur if a wrestling move is used; however, even attacks from a masterwork silver hammer will be as easily held back as from a training sword.<br />
<br />
=== Horseplay ===<br />
In horseplay, participants will wrestle one another, grab, then immediately release, never placing chokeholds or joint locks. It has no presently known circumstance in which it can be initiated in either adventurer mode or dwarf fortress mode.<br />
<br />
=== Encounter ===<br />
This level of conflict is typically used by wild animals when they first see you. For most non-predatory animals, the reaction will be to flee in terror.<br />
[[ru:Level of conflict]]<br />
<br />
[[Category:Adventurer mode]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Scholar&diff=256135Scholar2020-12-19T17:43:27Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|17:43, 19 December 2020 (UTC)}}<br />
{{av}}<br />
<br />
{{new in v0.42}}<br />
<br />
[[File:dwarf_scholar.jpg|thumb|250px|right|Smart, but still depends on alcohol.]]'''Scholars''' are an assigned [[occupation]] at [[libraries]]. They can be assigned in the Locations and Occupations menu ({{key|l}}). Scholars from other civilizations may visit your fort to discuss topics with fellow scholars, or write books.<br />
<br />
Scholars research [[topic]]s through pondering and discussing them. Each scholar will spend their time on a single topic until it is researched or they obtain the [[knowledge]] through apprenticeship or reading a book. Each time a scholar ponders or discusses a topic, an invisible counter is increased. This counter will randomly (time wise, roughly twice a year) finish and then the scholar will obtain an invisible amount of research points. The latter seems to be semi-random, but the higher the scholar's related scholarly skills, the higher the amount of research points they obtain. Once they've received a certain amount of research points (Values of 100K have been reported), scholars will either make a discovery and get a happy [[Thoughts|thought]], or if the topic was already known, be dejected that they could not further the field of research.<br />
<br />
Research can take in-game decades, but scholars will continue their research if the fort is retired and will bring their research when migrating between forts. The topics and discoveries involved currently have [[Book#Literary_Forms|little in-game effect]], but will be expanded upon at a later date.<br />
<br />
Fort scholars do activity cycles, the length of which is 1-2 days (whether they are pondering or discussing etc.) Once they get through 50 cycles, it rolls 0-50 vs. the number of completed cycles minus 50 to see if they get "breakthrough credit." So at 51, they have a 2% chance, and at 100, they have a 100% chance. Then, it resets the cycle number to zero and gives them breakthrough credit, based on a skill roll plus 100 (for discuss, the other researchers contribute half of their summed skill rolls.) Based on the difficulty (1-4) of the topic, total lifetime breakthrough credit is then assigned a number of 50-sided dice. An easy topic is dice=credit/2500, then /5000, then /10000, then /20000 for level 4 topics. The number of dice cannot exceed 10. Then roll these dice -- if you get a 50 on any of them, discovery! Also: if they fail to get the breakthrough after the 50-sided rolls, they have a 2% chance of switching topics, or if their credit exceeds 100000, they always switch topics (though they keep the credit, so returning to the topic later gives them a decent chance at breakthrough.)<br />
<br />
Scholars will write manuals for topics that they know but are not yet represented in your library. The [[writer|writing]] and [[wordsmith]] skills are used when writing books, with each book giving 50 xp in writing and 12 in wordsmith. Migrant and visitor scholars have learned a number of topics in worldgen, but your starting dwarves, no matter how many skill ranks you give them, will not. For new libraries, it is therefore recommended to either use migrant and visitor scholars or to buy and raid pre-existing books.<br />
<br />
Pondering will give roughly 0-5 xp in a topic's related scholarly skill (leading to about 700 xp in a year of only pondering), while discussion will increase said skill by 10-30 xp. The [[speaker]] skill is also used while discussing a topic. Discussion does not lead to research progress for the scholar that is not researching the topic. However, its higher xp gain will increase the amount of research progress they can make over time if their research topic is in the same field.<br />
<br />
Scholars can also form master/apprentice relationships, and the master will teach their apprentices about a topic. A high teaching skill for the master and high student skill for the apprentice leads to faster skill growth.<br />
<br />
Being a scholar is pretty much a full-time job. Dwarves will eventually do other things as well, but it can take a season or so to get around to it. If you make your mechanic a scholar, then it is best to take him off the job when you need him to work; the same goes for doctors.<br />
<br />
It appears that pondering is one of the things that fulfills the "think abstractly" need<!--not rigorously tested, but dwarf with high need in that was assigned to be scholar in library and he appeared to ponder a bit and the need was switched to fullfilled-->.<br />
==Involved skills==<br />
Discussing and pondering topics trains skills. Some of them are useful in practice, but some of them are only useful in the library.<br />
<br />
* [[Critical thinker]]<br />
* [[Logician]]<br />
* [[Mathematician]]<br />
* [[Astronomer]]<br />
* [[Chemist]]<br />
* [[Geographer]]<br />
* [[Optics engineer]]<br />
* [[Fluid engineer]]<br />
* [[Tracker]]<br />
<br />
Skills trained that are also useful in practice:<br />
* [[Diagnosis]]<br />
* [[Bone doctor]]<br />
* [[Surgeon]]<br />
* [[Suturer]]<br />
* [[Wound dresser]]<br />
* [[Mechanic]]<br />
* [[Organizer]]<br />
* [[Record keeper]]<br />
* [[Pump operator]]<br />
* [[Observer]]<br />
<br />
==Traits involved==<br />
A belief in knowledge is needed to be a scholar. A dwarf that thinks knowledge is a waste of time will not engage in scholarly activities.<br />
<br />
Being curious and/or inclined to abstract thought is ideal for a scholar. A dwarf that is incurious or uninclined to abstract thought is less likely to study in the library.<br />
<br />
==Professions==<br />
While "Scholar" is the default profession, dwarves who gain sufficient scholarship skills can receive one of several titles (in order of preference):<br />
<br />
* '''Sage''' - High Levels of Critical Thinking + a 2nd skill (Logician, a Medical Skill, or possibly others)<br />
* '''Mathematician''' - High Levels of Mathematics <br />
* '''Philosopher''' - High Levels of Logician <br />
* '''Historian''' - High Levels of Critical Thinking<br />
* '''Astronomer''' - High Levels of Astronomy<br />
* '''Naturalist''' - High Levels of Tracker<br />
* '''Chemist''' - High Levels of Chemistry<br />
* '''Geographer''' - High Levels of Geography<br />
* '''Engineer''' - High Levels of Optics or Fluid Engineering, can be coupled with Mechanic or Pump Operator.<br />
* '''Scholar''' - Low level academic skills<br />
<br />
Medical professions work as expected ([[Surgeon]] for Surgery, etc.) except when coupled with critical thinking since that will produce a sage, and with multiple medical skills will become a '''[[Doctor]]'''. It appears that [[Diagnostician]] is most important for medical scholars, but relevant topics will increase other medical skills as well - discussing the [[Topic#Medicine|Suturing]] topic increases [[Suturer]].<br />
<br />
An engineer without experience in [[Topic#Engineering|optic or fluid topics]] is simply called [[Mechanic]].<br />
<br />
During [[world generation]], historical figures who decide to become scholars will relocate to their nearest library (located either in a dwarven [[fortress]] or human [[town]]) where they will typically remain for the rest of their lives, unless they are promoted to nobility. It seems that any creature that can learn can become a scholar, which includes not only civilized races, but also animal people and even plump helmet men (which cannot speak). Only members of dwarf, elf, or human civilizations can become scholars, with research areas [[Entity token#SCHOLAR|determined by civilization]]: dwarf civilizations can have scholars in any field, elf civilizations are limited to nature-related areas (naturalist, astronomer, geographer, and philosopher), and human civilization research areas are determined by their randomly generated [[Personality_trait#Beliefs|cultural values]] during world generation. Goblin and kobold civilizations will never produce scholars because they lack the necessary [[entity token]]s, but goblin members of scholarly civilizations may become scholars.{{cite forum|140163/7489079}} Elf and goblin scholars will effectively live forever within the safety of their libraries, many having seen the entire history of their world come and go, after long since mastering their chosen field.<br />
<br />
{{Translation| dwarven = mishthem | elvish = naquina | goblin = mol | human = rushán}}<br />
<br />
{{Category|Occupation}}<br />
[[Ru:Scholar]]<br />
[[Fr:Savant (scholar)]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Carpenter&diff=256134Carpenter2020-12-19T17:40:18Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|17:40, 19 December 2020 (UTC)}}<br />
{{Skill<br />
| color = 6:1<br />
| skill = Carpenter<br />
| profession = [[Woodworker]]<br />
| job name = [[Carpentry]]<br />
| tasks =<br />
* Wood based [[construction]]<br />
* Any work in the Carpenter's Workshop (except [[Animal trap|traps]])<br />
| workshop = * [[Carpenter's workshop]]<br />
| attributes =<br />
* Strength<br />
* Agility<br />
* Creativity<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
[[File:dwarf_builder.jpg|thumb|230px|right|''Art by RDMP'']]'''Carpenters''' produce items out of [[wood]]. They construct [[bed]]s, [[bin]]s, [[barrel]]s, and all manner of other [[furniture]], as well as wooden [[training weapon]]s, [[shield]]s & [[buckler]]s, and 3 of the 5 standard [[trap component]]s. A carpenter's skill level affects the speed and [[quality]] of his work.<br />
<br />
Carpenters are also responsible for constructing [[architecture|architectural]] buildings designed with wood, wood blocks, or bars of [[soap]]. These buildings include [[trade depot]]s, [[bridge]]s, and [[well]]s, and their building quality and value are influenced by the carpenter's skill.<br />
<br />
To employ a carpenter, create a task at a [[carpenter's workshop]].<br />
<br />
It is recommended that one of your [[embark]] dwarves has some skill at carpentry - [[bed]]s, [[bin]]s, and [[cage]]s are typical early necessities.<br />
<br />
Carpentry skill is also available in [[adventurer mode|Adventurer Mode]]. To perform carpentry while at a carpenter's workshop, press {{k|x}} then the first option in {{k|c}}reate is Carpentry.<br />
<br />
<br />
{{Skills}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Support&diff=255980Support2020-12-06T17:23:06Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|17:23, 6 December 2020 (UTC)}}<br />
{{av}}<br />
<br />
'''Supports''' are pillars built to prevent or control [[cave-in]]s. Supports connect to the tile above, the four tiles orthogonal to that tile, the four tiles orthogonal to the support itself, the tile below the support, and the four tiles orthogonal to that tile. Supports transfer ''support'' from any of their "connection" tiles to all other connection tiles. A completely unsupported support will cave-in. Multiple supports can be chained together to transfer support over a long distance without creating climbing/jumping paths.<br />
<br />
{{diagram|spaces=yes|\<br />
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<br />
I I I <br />
I I I <br />
I I I<br />
I I I <br />
▓▓▓ I▓▓▓ ▓▓▓ I <br />
I I <br />
III <br />
[#000].<br />
}}<br />
Support chains (side view)<br />
<br />
<br />
Unlike constructed [[wall]]s, supports do ''not'' create a [[floor]] tile on the Z-level above. Nonetheless, the square above a support ''acts'' like a floor in that it will hold up adjacent (not diagonal) floor squares. Supports do not block movement, fluids or missile fire. Supports made of wood are vulnerable to [[fire]] and certain [[building destroyer]]s.<br />
<br />
==Building a support==<br />
Supports are built through the build menu ({{k|b}}-{{k|S}}) and require one [[stone]], [[log]], [[block]] or [[bar]] of any type. They are built in two stages - first the material is moved into place by an [[architect]] who designs the support, and then construction is completed by either a [[carpenter]] (for [[wood]]), [[metalsmith]] (for [[metal]]s), or [[mason]] (for all other materials, such as stone, [[glass]], or [[soap]]). <br />
<br />
Supports must be built on solid surfaces, but do not require that the floor remains after construction is complete. "Hanging" supports can be constructed by building them atop constructed walls, then removing the walls, allowing chains of supports without any walkable tiles.<br />
<br />
==Collapsing a support==<br />
Supports can be linked to [[mechanism]]s and collapse when [[lever|trigger]]ed, causing a cave-in if the support was the only thing preventing it. This can be used either as an offensive weapon or as a useful tool for breaking through layers or damming underground pools. See [[cave-in]] for more information on using the rock itself as a tool. <br />
<br />
{{buildings}}<br />
{{Category|Machine components}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Extinction&diff=255934Extinction2020-12-02T21:21:52Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|21:21, 2 December 2020 (UTC)}}<br />
{{av}}<br />
<br />
'''Extinction''' means one of two things in ''Dwarf Fortress''.<br />
<br />
== Sapient extinction ==<br />
The first meaning of the word pertains to [[world generation]]: fighting between different sapient species may be so intense that a particular sapient species is wiped out entirely, going extinct in the process. Extinction events are exceedingly rare in larger worlds, but surprisingly common in pocket ones, where inter-species competition is at its fiercest. Sapient species that go extinct will obviously no longer [[caravan|trade]] with your dwarves, nor threaten them with [[ambush]]es or [[siege]]s. You can somehow still start a fortress mode game in a map vacated of any dwarves, but you will not receive any [[migrant]]s beyond the first two (hard-coded) waves, nor any [[noble]] appointments (including the [[monarch]]). Conversely, if your fortress receives a third migrant wave, a dwarf trade caravan, or a monarch, then your civilization was not truly extinct, only "dying". Civilizations can remain "dying" for hundreds of years{{bug|9503}}, and the game won't allow you to embark from an extinct civilization if any non-extinct civilizations are available, so a truly extinct civilization embark is fairly difficult to obtain, but not impossible.{{cite_forum|154368.msg6754648#msg6754648}}<br />
<br />
On a smaller scale, landmass-specific extinctions can also occur, and although they are not nearly so dramatic as ''mass'' extinctions, and are in fact quite common, they can still affect your game. This usually happens on separated landmasses and [[island]]s inhabited by more than one sapient species below a certain area. Since [[civilization]]s cannot yet cross <br />
bodies of water that don't freeze over, such extinctions will affect your gameplay should you chose to settle on such a landmass. The effect of settling someplace inaccessible to dwarves is the same as starting a fortress when they are extinct: only two, hard-coded, migrant waves.<br />
<br />
[[Calendar#Ages|Calendar ages]] are greatly influenced by the relative lack or abundance of sapient life in your world, and so provide an at-a-glance view of the state of civilization on your lonely planet (if you know what they stand for, of course). Two calendar ages are more directly associated with extinction: the ''Age of Death'' and the ''Age of Emptiness'', in which all civilizations have been wiped out. Actually getting these to happen can be difficult - the latter can only be achieved by killing every civilized creature in a world in Adventurer mode, then committing suicide, then [[embark]]ing on the same map in fortress mode, then committing suicide with all of ''those'' dwarves. Once all of this is done, you will finally get an [[announcement]] telling you of the passing of the age. [http://www.bay12forums.com/smf/index.php?topic=46033.0 It's been done before].<br />
<br />
== Site extinction ==<br />
The second, more nuanced form of extinction has to do with the wildlife in your [[surroundings]]. Every [[site]] can have a certain number of [[creature]]s appear in it; ''which'' creatures depends on the site's [[biome]]s, ''how often'' depends on the <tt>[FREQUENCY]</tt> [[creature token]] in their [[raw file]]s, ''how many'' depends on the number of biomes you abridge and on the creature's <tt>[CLUSTER_NUMBER:#]</tt>, and ''how many before none will ever appear in the wild again'' depends on a somewhat randomized token in specific creatures' definitions, the <tt>[POPULATION_NUMBER:#:#]</tt> tag. That is, if as many (wild, non-[[mount|siege mount]]) creatures die or are [[cage trap|captured]] and kept upon visiting your fortress as <tt>[POPULATION_NUMBER]</tt> is set to, they will be considered locally extinct, and will have their range clipped from your fortress surroundings.<br />
<br />
This cap will not limit any [[breeding]] you do once you have captured the creature, and will obviously not affect any creatures visiting your [[site]] that are allowed to leave. It ''will'' affect the maximum number of non-breeding creatures that you can have at your fortress, however, and will not allow the appearance of creatures in clusters larger than are allowed by the cap. Note that the cap is biome-specific: even though [[sea serpent]]s are capped at one serpent per site, it is possible to get multiples, and even [http://www.bay12forums.com/smf/index.php?topic=75780.0 start a breeding program], if your fortress abridges multiple valid biomes - note that such a breeding program wouldn't work in the current version, as sea serpents are now egg-laying and aquatic egg-layers don't breed due to a bug)<br />
<br />
Every time a species becomes locally extinct it is (obviously) taken out of the wildlife visitation rotation. Rendering a policy of mass genocide on the countryside can thus eventually force the appearance of a sought-after species of wildlife, if you push hard enough. However, for the most part the number of creatures that can appear in the biome is so large, and the population caps are set so high, that it doesn't seriously affect gameplay. Aggressively hunting the local wildlife ''will'' eventually restrict its variety, however, and eventually you can prevent ''any'' wildlife from spawning at all on your map.<br />
<br />
The cap does have important ramifications for a few specific species, however. Wildlife appearances on [[glacier]]s are heavily restricted, for instance, so the particularly aggressive [[yeti]], which only appears five to ten times, is often made extinct very quickly. Because of a bug, aquatic vermin do not restock when fished, resulting in guaranteed eventual extinction.{{bug|2780}} [http://www.bay12forums.com/smf/index.php?topic=84112.msg2252463#msg2252463 A certain nuance] of the tag's implementation allows maintained hunting of certain species, with some micromanagement: if a cluster (or pack) of animals appears on the map, as long as at least one animal in that cluster is allowed to leave, the species will not have been considered depleted. This obviously does not work on solitary creatures. Another option is to capture a [[breed]]ing pair and release their (untamed) young back into the wild; doing so can even raise the site population past its starting value.<br />
<br />
===Natural regeneration===<br />
<br />
[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2780#c36019 Supposedly], wildlife populations very slowly naturally repopulate due to continuous world-gen/[[world activities]]. Whether this can happen if they are locally extinct is unknown.<br />
<br />
== Repopulating Site Extinction with DFHack ==<br />
<br />
To fully bring back creatures from permanent extinction, the DFHack [https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#region-pops region-pops] can help. The script is versatile, and when used correctly, can selectively weed out creatures a player does not want to bring back. This tool is not perfect, and with time, creatures you have weeded out may return. This may be due to a range limit, and does not take very long range migration into account.<br />
<br />
To view which animals may spawn in your embark, use 'region-pops list-all'.<br />
<br />
=== Repopulation ===<br />
<br />
To get started, first download the template [https://github.com/EldrickWT/eld-dfhack-scripts here] named 'region-pops.list' (credits to EldrickWT), and open it up with any text editor. The finished file should be structured like a .bat (all commands are stated before the options). By default, this scriptlet will remove every creature, which is not what we want. All we have to do is flip (or replace) the value into a positive number. Once done, save, copy and paste it in to the dfhack terminal. This script will restock all creatures with the value you inserted.<br />
<br />
=== Fine Tuning ===<br />
<br />
With the basic repopulation done, you can fine-tune which creatures you don't want out with this part. Since a negative value removes creatures from the region, you can add below the last line, 'region-pops incr-all BIRD -X' to remove X from all creatures with 'BIRD' in its name. This also includes giant and animal person variants. Just remember to have the removing part at least larger than the repopulation part, to play it safe. Flying creatures often have a big impact on FPS, and removing them from your embark will definitely help. After saving the file, you can easily copy and paste your preferred region populations on every new playthrough.<br />
<br />
There is (currently) no known script to repopulate civilizations.<br />
<br />
{{category|Game mechanics}}<br />
{{category|Events}}<br />
[[ru:Extinction]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Intelligent_undead&diff=255895Intelligent undead2020-12-01T23:38:32Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|23:38, 1 December 2020 (UTC)}}<br />
{{av}}<br />
{{stub}}<br />
{{New in|0.47.01}}<br />
<br />
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. <br />
<br />
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. <br />
<br />
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.<br />
<br />
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. <br />
<br />
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to "not feel anything". However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. <br />
<br />
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull "mangled beyond recognition," providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. <br />
<br />
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as "Friendly" and sit around doing nothing.<br />
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name "pale slayer". They immediately turn on him.]]<br />
<br />
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.<br />
<br />
==Naming==<br />
<br />
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).<br />
<br />
==Powers==<br />
<br />
Each type of intelligent undead is given a set of 1-5 [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:<br />
<br />
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.<br />
*'''Dizziness''' - The target is affected by dizziness, possibly inconveniencing them in combat.<br />
*'''Pain''' - The target is afflicted with pain, to the point of being stunned by it.<br />
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.<br />
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.<br />
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.<br />
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.<br />
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.<br />
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.<br />
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.<br />
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.<br />
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. <br />
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.<br />
<br />
== Notes and exploits ==<br />
<br />
[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). <br>''Art by Nogoodgames'']]<br />
<br />
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.<br />
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.<br />
* It is unknown if a creature brought back to life this way can be raised as undead again.<br />
<br />
*In adventure mode, it seems to be possible to animate mangled corpses as intelligent undead. Whether this is a bug, or an intentional side-effect of using more powerful magic is unclear.<br />
<br />
== See also ==<br />
<br />
* [[Night creature]]<br />
* [[Necromancer]]<br />
* [[Zombie]]<br />
<br />
{{gamedata|title=Example raws (as extracted from world.sav in version [[Release_information/0.47.04|0.47.04]])|[INTERACTION:SECRET_UNDEAD_RES_1]<br />
[GENERATED]<br />
[I_TARGET:A:CORPSE]<br />
[IT_LOCATION:CONTEXT_ITEM]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_REQUIRES:FIT_FOR_RESURRECTION]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_MANUAL_INPUT:corpses]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
[I_EFFECT:RESURRECT]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:RAISED_UNDEAD]<br />
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:cold one:cold ones:cold one:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]<br />
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]<br />
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Vanish]<br />
[CDI:INTERACTION:SECRET_RES_POWER_1_1]<br />
[CDI:TARGET:A:SELF_ONLY]<br />
[CDI:BP_REQUIRED:BY_TYPE:GRASP]<br />
[CDI:USAGE_HINT:DEFEND]<br />
[CDI:USAGE_HINT:FLEEING]<br />
[CDI:VERB:vanish:vanishes:NA]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
[INTERACTION:SECRET_RES_POWER_1_1]<br />
[GENERATED]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[I_EFFECT:HIDE]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
<br />
[INTERACTION:SECRET_UNDEAD_RES_6]<br />
[GENERATED]<br />
[I_TARGET:A:CORPSE]<br />
[IT_LOCATION:CONTEXT_ITEM]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_REQUIRES:FIT_FOR_RESURRECTION]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_MANUAL_INPUT:corpses]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
[I_EFFECT:RESURRECT]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:RAISED_UNDEAD]<br />
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:night ghoul:night ghouls:night ghoul:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]<br />
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]<br />
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Launch ice bolt]<br />
[CDI:INTERACTION:SECRET_RES_POWER_6_1]<br />
[CDI:MATERIAL:WATER:SHARP_ROCK]<br />
[CDI:TARGET:C:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:C:25]<br />
[CDI:BP_REQUIRED:BY_TYPE:GRASP]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:VERB:clench a fist:clenches a fist:NA]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Vanish]<br />
[CDI:INTERACTION:SECRET_RES_POWER_6_2]<br />
[CDI:TARGET:A:SELF_ONLY]<br />
[CDI:BP_REQUIRED:BY_TYPE:GRASP]<br />
[CDI:USAGE_HINT:DEFEND]<br />
[CDI:USAGE_HINT:FLEEING]<br />
[CDI:VERB:vanish:vanishes:NA]<br />
[CDI:MAX_TARGET_NUMBER:C:1]<br />
[CDI:WAIT_PERIOD:50]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Cause pain]<br />
[CDI:INTERACTION:SECRET_RES_POWER_6_3]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:25]<br />
[CDI:BP_REQUIRED:BY_TYPE:GRASP]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:VERB:gesture:gestures:NA]<br />
[CDI:TARGET_VERB:feel intense pain:grimaces]<br />
[CDI:MAX_TARGET_NUMBER:A:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
[INTERACTION:SECRET_RES_POWER_6_1]<br />
[GENERATED]<br />
[I_TARGET:A:MATERIAL]<br />
[IT_MATERIAL:CONTEXT_MATERIAL]<br />
[I_TARGET:B:LOCATION]<br />
[IT_LOCATION:CONTEXT_LOCATION]<br />
[I_TARGET:C:LOCATION]<br />
[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]<br />
[IT_MANUAL_INPUT:target]<br />
[I_EFFECT:MATERIAL_EMISSION]<br />
[IE_TARGET:A]<br />
[IE_TARGET:B]<br />
[IE_TARGET:C]<br />
[IE_IMMEDIATE]<br />
<br />
[INTERACTION:SECRET_RES_POWER_6_2]<br />
[GENERATED]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[I_EFFECT:HIDE]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
<br />
[INTERACTION:SECRET_RES_POWER_6_3]<br />
[GENERATED]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_MANUAL_INPUT:victim]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3:RESISTABLE]<br />
<br />
[INTERACTION:SECRET_UNDEAD_RES_7]<br />
[GENERATED]<br />
[I_TARGET:A:CORPSE]<br />
[IT_LOCATION:CONTEXT_ITEM]<br />
[IT_AFFECTED_CLASS:GENERAL_POISON]<br />
[IT_REQUIRES:FIT_FOR_RESURRECTION]<br />
[IT_REQUIRES:CAN_LEARN]<br />
[IT_FORBIDDEN:NOT_LIVING]<br />
[IT_MANUAL_INPUT:corpses]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]<br />
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]<br />
[I_EFFECT:RESURRECT]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[SYN_CLASS:RAISED_UNDEAD]<br />
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]<br />
[CE_DISPLAY_NAME:NAME:dark butcher:dark butchers:dark butcher:START:0:ABRUPT]<br />
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]<br />
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]<br />
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]<br />
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]<br />
[CDI:ADV_NAME:Rot]<br />
[CDI:INTERACTION:SECRET_RES_POWER_7_1]<br />
[CDI:TARGET:A:LINE_OF_SIGHT]<br />
[CDI:TARGET_RANGE:A:25]<br />
[CDI:BP_REQUIRED:BY_TYPE:GRASP]<br />
[CDI:USAGE_HINT:ATTACK]<br />
[CDI:VERB:raise a hand:raises a hand:NA]<br />
[CDI:TARGET_VERB:feel death come over you:grimaces]<br />
[CDI:MAX_TARGET_NUMBER:A:1]<br />
[CDI:WAIT_PERIOD:50]<br />
<br />
[INTERACTION:SECRET_RES_POWER_7_1]<br />
[GENERATED]<br />
[I_TARGET:A:CREATURE]<br />
[IT_LOCATION:CONTEXT_CREATURE]<br />
[IT_MANUAL_INPUT:victim]<br />
[I_EFFECT:ADD_SYNDROME]<br />
[IE_TARGET:A]<br />
[IE_IMMEDIATE]<br />
[SYNDROME]<br />
[SYN_CONCENTRATION_ADDED:1000:0]<br />
[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3:VASCULAR_ONLY:BP:BY_CATEGORY:ALL:ALL:RESISTABLE]}}<br />
{{Creatures}}<br />
[[ru:Intelligent undead]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Thief&diff=255850Thief2020-11-30T21:48:34Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|21:48, 30 November 2020 (UTC)}}<br />
{{av}}<br />
<br />
In [[fortress mode]], a '''thief''' is a disgusting, dishonorable [[creature]] that can skulk around the map [[Ambusher|unseen]] until detected. When a thief is detected, the game pauses with an identifying [[announcement]] and moves the game view to include the threat. (this can be modified in init/announcements.txt). <br />
<br />
''(A full [[military]] response is both complex and slow. If you are unfamiliar with the military and simply want to send your nearest dwarves after a thief, see [[Attack]].)<br />
<br />
There are two types of intelligent thieves: '''[[kobold]] thieves''' and '''[[goblin]] snatchers'''.<br />
<br />
Both kinds will usually come in small groups of about 1-4 individuals. They try to escape once detected, and only fight when cornered. With the much larger detection ranges of DF2014, thieves are often found out fairly early. Consequently, they rarely succeed in stealing anything and almost never get caught. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with [[siege]]s or [[ambush]]es, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a wise countermeasure. A successful theft of item or child will be announced once the thief leaves the map.<br />
<br />
Spotting the thief is half the battle, but catching and killing them is not always easy. A thief can typically outrun an [[armor]]ed recruit and usually has enough of a headstart that even a trained [[military]] [[dwarf]] will rarely be able to catch up. (Thieves can't outrun [[crossbow]] [[bolt]]s, though.)<br />
<br />
Thieves not only steal your fort's own objects, but any loose item lying around - picking through and filching items left behind by sieges, for example.<br />
<br />
Beware - if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] [[entity token]]) become bold enough to send their military to ambush your dwarves. Thus, it is important to neutralize any thieves early.<br />
<br />
==Kobold thieves==<br />
'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your [[trap]]s, only triggering them if they are injured during their escape attempt and happen to fall unconscious on one. Their ability to sneak into your fortress is not to be underestimated; locked [[door]]s do not slow them down, although doors that are linked to a [[lever]] (and are closed) will. They may be detected when they move into vision range (about fifteen tiles) of a [[dwarf]] or tame [[animal]], in which case they'll immediately run away and escape through the map's edges. Armed with only a large [[dagger]], they offer little threat to anyone should they get caught - an armed dwarf or [[dog]] should be able to take them down, but extreme bad luck is always a possibility in any [[combat]] situation. They try to get hold of valuable objects, which can lead them into the heart of your fort. Especially when the fort is in lockdown, they may also pilfer any [[goblinite|items]] left outside.<br />
<br />
:The announcement for a kobold thief is...<br />
::{{Gametext|Thief! Protect the hoard from skulking filth!|4:1}}<br />
:...and the game will zoom to a section of your fortress with a small grey {{Tile|k|7:0}} visible - that's your intruder.<br />
<br />
Thieves will never target items which are tasked for [[job]]s, or parts of [[building]]s/[[construction]]s (this includes [[weapon]]s in weapon [[trap]]s, encased in stone, or on [[fire]]).<br />
<br />
==Goblin snatchers==<br />
Unlike kobolds, '''goblin snatchers''' happily run into any kind of trap. They aren't after your trade goods; they're after your [[children]]. They are detected the same way kobolds are, plus [[cage]] traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed. They are considerably more uncommon than kobold thieves, and players may not even encounter them at all depending of their embark location - settling close to goblin territory appears to increase the chance of them actually appearing. A normal thief will carry a large [[copper]] dagger, but a master thief is known to carry an [[iron]] one. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose. The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him but will not be displayed as occupant of the cage. Since the event of a child being stuffed into a bag produces no notification, either, one can easily fail to realise the predicament of the child, which if left in this condition for too long, may go insane or die from hunger or thirst.<br />
Should the kidnapper escape the map while carrying an abducted child, you will be notified that "a kidnapper has made off with <childname>!".<br />
The child is removed from the fort and its parents and other [[relationship|relatives]] should get the "sad at being separated from a loved one" [[thought|unhappy thought]] as a result. <br />
<br />
:The announcement for a goblin child-snatcher is...<br />
::{{Gametext|Snatcher! Protect the children!|4:1}}<br />
:...and the game will zoom to a section of your fortress with a small grey {{Tile|g|7:0}} - if you use {{k|v}} or {{k|u}}, these will be listed as "goblin ''thief''" but they're cut from the same stuff and should be terminated with equally extreme prejudice.<br />
<br />
:If caged by a trap, the zooming may only reveal a flashing "{{Tile|‼|0:6:0}}".<br />
<br />
Dwarves may be sent out on [[mission]]s to recover kidnapped children in case the snatcher manages to escape. It is also possible to rescue children kidnapped from other locations, which will add them to your fortress.<br />
<br />
==Other==<br />
Certain [[Steals items|"playful"]] creatures will also try to steal items from your hoard, if left open to more general traffic. These include [[raccoon]]s, which tend to be solitary, groups of [[kea]]s (which are frustrating to face because of their ability to fly), [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous) and finally the most threatening animal thief, the dreaded [[giant kea]]. In addition, [[Steals food|hungry]] and [[Steals drink|thirsty]] critters will try to eat your [[food]] and drink your [[alcohol|booze]] respectively, if they can get to it. None of these animals has any special ability to avoid standard traps or bypass locked doors.<br />
<br />
<br />
{{Translation<br />
| dwarven = gakit<br />
| elvish = urithi<br />
| goblin = snang<br />
| human = sewat<br />
}}<br />
<br />
{{Military}}<br />
<br />
{{Category|Fortress mode}}<br />
{{Category|Professions}}<br />
[[ru:Thief]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Gender&diff=255849Gender2020-11-30T21:44:13Z<p>MathFox: Changed quality rating from "Fine" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|21:44, 30 November 2020 (UTC)}}<br />
{{av}}<br />
<br />
'''Gender''', along with [[Marriage#Sexual_orientation|orientation]], determines if two creatures can [[breed]]. Gender may also influence the size, attacks, or other characteristics of creatures (e.g. [[elephant seal]], [[moose]]). <br />
<br />
==Determining gender==<br />
When {{k|v}}iewing a unit, a symbol appears below its name:<br />
{| class="wikitable"<br />
|-<br />
! Gender<br />
! Symbol<br />
! Common names<br />
! Other uses<br />
|-<br />
| '''Male'''<br />
| {{DFtext|{{char|11}}}}<br />
| Boar<br />
| [[Bag]]s<br />
|-<br />
| '''Female'''<br />
| {{DFtext|{{char|12}}}}<br />
| Sow<br />
| [[Finished goods#Crafts|Amulets]]<br />
|}<br />
<br />
Additionally, when {{k|v}}iewing a unit from the {{k|u}} menu or with {{k|v}}-{{k|z}}, the creature will be referred to as "he" or "she".<br />
<br />
A [[Gelding|gelded]] male's gender will appear as {{DFtext|x{{char|11}}x}}.<br />
<br />
<br />
==Raws==<br />
In the [[raws]], genders are defined using generalized [[caste]] tokens (not to be confused with [[cast]]s). Castes are often just defined as "male" or "female", but there are a few [[antman|notable exceptions]].<br />
<br />
{{Category|Game mechanics}}<br />
[[ru:Gender]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Children&diff=255848Children2020-11-30T21:40:51Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|21:40, 30 November 2020 (UTC)}}<br />
{{av}}<br />
{{Translation<br />
| dwarven = tilat<br />
| elvish = imi<br />
| goblin = tox<br />
| human = shin<br />
}}<br />
Most [[creature]]s, including [[dwarf|dwarves]], start out as infants, then after a certain number of years become '''children''', and after that become adults - for dwarves, childhood starts after reaching one year of age, and continues until age twelve.<br />
<br />
In fortress mode, some migrant dwarves are [[marriage|married]] and may bring children. Children who immigrate to your [[fortress]] might be any age from 2-12. You can determine the age of any child by viewing their [[thoughts and preferences|thoughts]] screen, which will give you the child's exact age as well as their date of birth. This information is visible regardless of whether or not the child was born in your fortress.<br />
<br />
"Resident" heterosexually [[marriage|married]] female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP or the STRICT_POPULATION_CAP setting in [[d_init.txt]]. Dwarves can even have [[miscarriage]]s (if they become dehydrated, starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father.<br />
<br />
Much of [[goblin]] society is centered around [[thief|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of [[magma|dwarven diplomacy]].<br />
<br />
==Babies==<br />
<br />
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be, which will interrupt most current actions of the mother. The game will pause and [[announcement|announce]] the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will ''usually'' resume whatever task she was doing before the child was born. Dwarven mothers can also give birth to twins or triplets, although that is exceedingly rare, due to their [MULTIPLE_LITTER_RARE] token. Babies are looked after by their mother, who will continue working while carrying the babies.<br />
<br />
[[Unconscious]] mothers will not wake up when they give birth – [[sleep]]ing and resting in a [[hospital]] will not be interrupted. Dwarves in a [[strange mood]] will also not interrupt their mood when giving birth – cancelling a mood forces instant insanity, so it is likely a coding choice to protect mothers (and children). Imprisoned mothers can grab their child if they give birth while on a chain, but cannot retrieve an infant that is out of their reach, which can cause massive problems, since a mother carrying a child is forced to drop it before being brought to prison.<br />
<br />
If the mother is sleeping or otherwise prevented from collecting her infant, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insanity|raving mad]] adult, wandering freely over the map without any sense of self-preservation, gravitating to [[Activity_zone#Meeting_area|meeting zone]]s. It may be fed and watered by other dwarves, and in recent versions, such care happens regularly enough to keep orphans alive. As long as a baby is not within reach of a hostile creature, no harm will be done to it. "Job cancellation spam" can be generated as the baby is seen by the game to be "insane" (example: "Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane"), but once it reaches childhood (at 12 months), that will stop, and they go about their business like any other dwarven child.<br />
<br />
The sex of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other sex.<br />
<br />
After giving birth, it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.<br />
<br />
Babies will crawl to burrows when assigned to them.<br />
<br />
Any baby being carried by its mother will effectively leech [[food]] and [[Thirst|drink]] from her, causing her to become hungry or thirsty at double the usual rate. This does not, however, count as alcohol consumption – when a baby is close to 1 year old, it will have severe withdrawal.<br />
<br />
==Labor==<br />
<br />
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own, such as:<br />
<br />
* Socializing in [[location]]s, perhaps also holding [[performance]]s like singing, or reciting poetry.<br />
* Picking out, and wearing, their own [[clothing]].<br />
* Eating, drinking, and sleeping as necessary.<br />
* [[Farming|Harvesting]] [[crops]], if the "All dwarves harvest" [[standing orders|order]] is on. This will also increase their [[grower]] skill, which only happens very sporadically in the current version.<br />
* When they want to, storing their items.<br />
* Children can play with [[toy]]s such as puzzle boxes or toy axes. They might also play make believe. Both are basically filler jobs without tangible benefits.<br />
* Children may store their toys (specifically, they may perform a Store Item in Bin order for multiple toys).<br />
* Fighting or running from hostiles, depending on circumstances. (Since children are small, can't use armor or weapons, and all start without combat skills, don't expect them to be effective fighters. Nor, for that matter, can they be assigned to squads.)<br />
* Children can enter [[strange mood]]s, and will go about them the same as an adult dwarf. Since they won't have any skills other than social skills, and possibly growing or combat skills if involved in a fight, they will attempt to make one artifact appropriate for a [[bone carver]], [[wood crafter]] or [[stonecrafter]]. They will also gain experience as normal if they complete it, except for possessed moods.<br />
* Children respect [[burrow]] restrictions, including civilian alerts.<br />
* Children will attempt to [[swim]] if submerged in [[water]].<br />
<br />
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.<br />
<br />
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. Children born in the fort tend to follow their mother by preference, even (especially?) if their mother is a soldier and is currently going into battle.<br />
<br />
Children are also known to be invisible to [[vampire]]s, thus making excellent crime detectors, as they speak truthfully in all cases.<br />
<br />
The game will create an [[announcement]] when children reach adulthood and can be assigned labors. This announcement will not pause and/or center the screen by default.<br />
<br />
==Dwarven parenthood==<br />
<br />
In the eighth [http://www.bay12games.com/dwarves/df_talk.html DFTalk], it was mentioned that, due to a programming oversight, children's parents can become so preoccupied with finding their children that they can die of thirst.<br />
<br />
==Too many children==<br />
<br />
If there are too many children in the fort, [[FPS]] may suffer. [[Unfortunate accident|Removing]] children is difficult, as doing so may quickly lead to [[stress]]. One possibility is to [[burrow]] children outside to aid [[thief|snatchers]]. To prevent a large population of children in the first place, it is preferred to set the BABY_CHILD_CAP and/or the STRICT_POPULATION_CAP in the [[d_init.txt]] file.<br />
<br />
In longer-running forts when a parent has more than 10 children of one gender, the 11th onward will merely be referred to as 'son' or 'daughter'. The exception to this is that the youngest will always be referred to as 'youngest son' or 'youngest daughter'.<br />
<br />
==Non-dwarven children==<br />
<br />
[[Human]]s, goblins, [[Elf|elves]], [[kobold]]s and subterranean [[animal people]] follow the same aging progress of dwarves (born as babies, becoming children at a year old then becomes adults at twelve). The same is true for some races of wild humanoid creatures and [[semi-megabeast]]s, though some possess shorter or longer child states than dwarves do, i.e. [[troll]]s become adults at the age of 10. Regardless of how long their child states are, intelligent non-dwarf children are functionally identical to their dwarven counterparts for gameplay purposes.<br />
<br />
Young animals possess limited capabilities compared to their adult stages. Infant [[milk]]-bearing livestock can't be milked, young [[wool]]-bearing animals can't be [[shear]]ed, and bird and reptile hatchlings are unable to lay [[egg]]s. However, unlike intelligent creatures, almost all animals follow a different aging progress; they skip the baby stage entirely and are born as children, who become adults at only 1 year of age (though they usually don't stop growing in size until the age of 2). Certain exceptions exist, however, such as [[elephant]]s, who take 10 years to reach adulthood. Savage [[animal people]] versions of these animals follow this same aging progress.<br />
<br />
Certain creatures possess no child state to speak of, and are technically adults at birth, having all the capabilities of an adult immediately after starting existing (though most of them are still subject to growing in size as they get older). These creatures include stuff like all species of snakes, [[crundle]]s, [[giant cave spider]]s, [[creeping eye]]s, [[magma crab]]s and most [[megabeast]]s. Inorganic creatures such as [[Gabbro man|gabbro men]], [[Fire man|fire men]] and [[Amethyst man|amethyst men]] also exist only as adults and never as children. If the creature born as an adult is an intelligent creature, they'll be born with generally mild levels in some skills.<br />
<br />
Creatures capable of being [[invader]]s can do so regardless of age - as such, you may be attacked by a [[werebeast]] child, or a young [[roc]], [[giant]], [[cyclops]], [[ettin]] or [[minotaur]]. They will behave exactly like their adult counterparts, but will generally be easier to kill than adults due to their smaller size. Such cases are rare, as they require either children being infected by a werebeast and not dying in the process, or for megabeasts to breed, both being particularly uncommon occurrences.<br />
<br />
{{Category|Dwarves}}<br />
{{Category|Relationships}}<br />
[[ru:Children]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Temple&diff=255620Temple2020-11-09T19:47:43Z<p>MathFox: Changed quality rating from "Superior" to "Masterwork" using the rating script</p>
<hr />
<div>{{Quality|Masterwork|19:47, 9 November 2020 (UTC)}}<br />
{{av}}<br />
{{new in v0.42}}<br />
<br />
[[File:dwarf_temple.jpg|thumb|350px|right|A dwarven temple.<br />''Art by Kim Sung Min'']]A '''temple''' is a structure devoted to an object of worship, which, typically, is any [[sphere]]-aligned being, such as a [[deity]], [[megabeast]], or [[titan]]. <br />
<br />
==Fortress mode==<br />
In [[fortress mode]], temples are [[locations]] ({{K|l}}) that can be created from [[Activity zone#Meeting area|meeting area]]s ({{K|i}} - {{K|m}}). Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to "no particular deity", making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts{{Verify}}.<br />
<br />
: ''(* If you read the thoughts of certain dwarves, you can note that some have been "unable to pray to (x deity)". If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs. This mechanic needs more research. In some cases a dwarf who worships multiple deities may not ever pray to them all. Using burrows to force these dwarves to pray only in generic temples will usually make them eventually (sequentially) satisfy all their needs to pray, given no other tasks.)''<br />
<br />
Temples require [[instrument]]s for their music and, thus, need [[container]]s to store them, although a temple created with no instruments will still be used by citizens and visitors. Temples also require an empty floor space (called ''dance floor'') with a minimum surface of 25 tiles, the same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances. Beyond being religious activity, dances and poetry in temples fulfil same functions as they do in tavern, with the caveat of being limited to followers of said faith.<br />
<br />
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfy most of your dwarves, you do not need to provide instruments or containers for your dwarves to pray.<br />
<br />
When one of your fortress's religious organisations (sects) has sufficient (10 by default in d_init.txt) members, they may [[petition]] for the creation of a temple specific to their faith. Once established, these worshippers may congregate at the new temple, though it does not stop them from using temples to no particular deity; the temple dedicated to their deity existing at all is sufficient to please them. If the petition is ignored for too long, it is eventually abandoned, and the petitioners will receive unhappy thoughts.{{version|0.47.01}} The petition is satisfied when the temple has a minimum value of 2000 and when [[priest]]hood is recognised. A temple with a value lower than 2000 is called a '''shrine'''. With a value of 10000 or higher, it becomes a '''temple complex''', which is needed to recognise [[priest|high priesthood]]<br />
<br />
[[Pilgrim]]s will visit fortresses specifically to hang out in temples. Other [[visitor]]s may pass by the temple and socialize with the dwarves there if they came to visit a tavern or [[library]].<br />
<br />
As in adventure mode, worshippers of the temple's deity that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.<br />
<br />
==Adventure mode==<br />
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, with smaller temples in [[monastery|monasteries]] and [[fort]]s, and are build when a given [[religion]] has enough followers in said site, or the site is dedicated to the religion. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.<br />
<br />
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deific object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.<br />
<br />
Temples can have basements, sometimes extensive [[catacombs]], which may be crawling with enemies. These range from the typical [[kobold]]s and goblins, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions). [[Pedestal]]s will be found in these lower levels, and will sometimes contain holy [[artifact]]s.<br />
<br />
You can defile a temple of your deity by toppling a [[statue]], which leads to being cursed by the patron deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).<br />
<br />
=== Architecture ===<br />
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below. Since the introduction of institutionalized [[religion]]s, this seems to have changed somewhat, with most such temples having a wide array of architectural elements.<br />
[[File:Df temple.png|300px|thumb|6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the Bejeweled Creed, religion worshipping Ñor, deity of Birth and Youth. ]]<br />
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"<br />
|-<br />
! Architectural element<br />
! Related spheres (incomplete)<br />
<br />
|-<br />
|Detailed surfaces||Art, Inspiration, Painting, Poetry<br />
|-<br />
|[[Magma|Lava]] pool||Volcanos<br />
|-<br />
|Lower floors||Caverns, Darkness, Earth<br />
|-<br />
|Open structure||Dawn, Day, Dusk, Freedom, Moon, Nature, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Twilight, Weather<br />
|-<br />
|Paved indoor areas||Fortresses<br />
|-<br />
|Paved outdoor area||Fortresses<br />
|-<br />
|Pillars on the perimeter||Boundaries, Fortresses<br />
|-<br />
|Square of pillars||Balance, Discipline, Laws, Order<br />
|-<br />
|Stagnant pool||Deformity, Disease, Muck, Sickness<br />
|-<br />
|Uneven pillars||Chaos, Deformity<br />
|-<br />
|Upper floors||Dawn, Dusk, Fortresses, Mountains, Thunder<br />
|-<br />
|Water pool||Fishing, Lakes, Oceans, Rivers, Water<br />
|}<br />
<br />
=== Shrines ===<br />
<br />
Before a temple is built in a site, there will be shrines dedicated to a given religion, consisting of a small garden, a [[statue]], and either a [[pedestal]] or an [[altar]]. If the religion has a divination tradition, divination [[dice]] can be found in these shrines. '''(Not to be confused with the lairs of [[titan]]s, also called [[Shrine (megabeast)|shrine]]s.)'''<br />
[[File:Df town shrines.png|thumb|800px|center|A selection of shrines in a town in adventure mode, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.]]<br />
<br />
=== Razing ===<br />
Occasionally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.<br />
<br />
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of "archaic" orders are often found in the keep.<br />
<br />
{{Translation<br />
| dwarven = rath<br />
| elvish = fothi<br />
| goblin = spôgmuk<br />
| human = olum<br />
}}<br />
<br />
{{world}}<br />
{{Category|Locations}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Religion}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Moth&diff=255619Moth2020-11-09T19:45:14Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:45, 9 November 2020 (UTC)}}<br />
{{verminlookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Moths''' are a species of unremarkable [[above ground]] [[vermin]] who may be found in any non-freezing [[biome]]. They may be caught by [[trapper]]s in [[animal trap]]s, but will not stumble into baited ones. They do not appear during the [[winter]].<br />
<br />
Technically, moths possess Legendary [[skill]] in [[Climber|climbing]], though only for [[moth man|moth men]] and [[giant moth]]s to inherit - being vermin, moths themselves have no skills at all.<br />
<br />
Some dwarves [[Preferences|like]] moths for their ''coloration''.<br />
<br />
{{Translation<br />
| dwarven = alen<br />
| elvish = ìnevi<br />
| goblin = atan<br />
| human = dunem<br />
}}<br />
[[File:Silkmoth.jpg|thumb|center|400px|Admired for its ''coloration''.]]<br />
<br />
{{gamedata}}<br />
{{vermin}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Corpse&diff=255618Corpse2020-11-09T19:40:27Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:40, 9 November 2020 (UTC)}}<br />
{{av}}<br />
<br />
[[File:corpse_hauling.jpg|thumb|340px|right|A dirty job, but ''someone's'' gotta do it.]]A '''corpse''' is the [[death|dead]] body of a [[creature]]; the corpses of vermin are called '''remains'''. The [[labor]] for [[hauling]] corpses is either [[refuse hauling]] or [[burial]], depending on the corpse type.<br />
<br />
A corpse has several levels of decay. It will begin as "(creature or name) corpse", progress to "rotten (creature or name) corpse", "(creature or name) partially decayed corpse", and finally to "(creature or name) skeleton", and will remain at the final level indefinitely. If the creature had had parts ripped or cut off before death, the corpse will be described as "mutilated corpse" and "partial skeleton" in the respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part. A creature with parts that were destroyed (i.e. exploded into gore, cloven asunder, torn into shreds, etc.) before death will be described as a "mangled corpse".<br />
<br />
=Use=<br />
<br />
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin]]s, [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from "(vermin) remains" to "rotten (vermin) remains" before simply vanishing.<br />
<br />
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone]]s, a [[skull]], [[skin]], and [[ivory|nails/hoofs]], as well as [[cartilage]], [[nervous tissue]], and other byproducts. Body parts can be butchered, presumably for whatever tissues/organs were in the part. "Butchering" a skeleton produces only a skull, bones, cartilage and other non-decaying tissues. The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered. Being "mangled" does not affect a corpse's ability to be butchered.<br />
<br />
=Negative effects=<br />
<br />
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.<br />
<br />
If the corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in the surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].<br />
<br />
Animal trainers will also receive negative thoughts if an animal they bonded with is allowed to rot. If they bond with an animal who is not a pet and who dies in any manner aside from butchering, it is advisable to quickly atom smash the corpse as there is no other way of actually preventing it from rotting.<br />
<br />
Seeing body parts and corpses of sapient creatures, in general, can cause dwarves with insufficient [[discipline]] to become horrified, leading them to cancel their current task and run away. A [[caravan]] that sees corpses may decide to not trade.<br />
<br />
Improperly stored corpses can be a great source of FUN in the event a necromancer enters combat. (protip: NEVER assign a necromancer the hunting labor.)<br />
<br />
=Reanimation=<br />
<br />
Corpses can be [[Undead|raised from the dead]] – this will occur in some [[Surroundings#Evil|evil]] biomes, if the creature is killed inside an evil biome. On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise. Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will normally only be encountered in [[tomb]]s in adventure mode. Mangled corpses with pulped heads or upper bodies will never become undead. Severed body parts will be able to rise if they have either a [GRASP] tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death. Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]]. The zombies themselves will also be destroyed by magma.<br />
<br />
{{category|Body parts}}<br />
[[ru:Corpse]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Dwarf_cancels_task:_Interrupted&diff=255441Dwarf cancels task: Interrupted2020-10-25T22:49:22Z<p>MathFox: Added quality rating "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|22:49, 25 October 2020 (UTC)}}<br />
{{av}}<br />
This means that a civilian dwarf had line-of-sight to a non-friendly creature. It does not matter whether the creature can actually reach the dwarf. The cause can be anything from a [[horse]] or [[Hoary marmot|marmot]] (basically safe to ignore), a kobold thief (often harmless, will usually flee), potentially dangerous animals like [[cougar]]s (dispatch military or hunter), to a goblin ambusher (Oh-oh, bad news) or carp (which were once lethal).<br />
{{Errors FAQ}}<br />
{{Category|Errors}}<br />
[[ru:Dwarf cancels task: Interrupted]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Dwarf_cancels_Store_Item:_Job_item_misplaced&diff=255440Dwarf cancels Store Item: Job item misplaced2020-10-25T22:48:32Z<p>MathFox: Added quality rating "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|22:48, 25 October 2020 (UTC)}}<br />
{{av}}<br />
This generally happens if, when an empty barrel or bin is assigned to a stockpile and dwarves have started storing items in it, another dwarf comes along and picks up the container to haul it to the stockpile.<br />
<br />
This error message is also given if you [[forbid]] the item that a dwarf was about to pick up.<br />
{{Errors FAQ}}<br />
{{Category|Errors}}<br />
[[ru:Dwarf cancels Store Item: Job item misplaced]]</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Challenge&diff=255439Challenge2020-10-25T22:47:42Z<p>MathFox: Added quality rating "Tattered" using the rating script</p>
<hr />
<div>{{Quality|Tattered|22:47, 25 October 2020 (UTC)}}<br />
{{av}}<br />
<br />
If ''Dwarf Fortress'' wasn't difficult enough for you, consider '''challenges'''. Challenges can make the game harder, or just give you an objective to strive for.<br />
<br />
==Playstyle challenges==<br />
{{main|Playstyle challenge}}<br />
Restrict the way you play the game with self-enforced rules. Only embark with certain items and skills, or restrict your play style in other ways.<br />
<br />
==Construction challenges==<br />
{{main|Megaproject}}<br />
Try building some ridiculously humongous, complicated construction, using whatever appropriate building method your fevered imagination can come up with! Need some ideas? Take a look at the [[megaproject]]s page! See the [[mega construction]] page for tips and tricks related to constructing megaprojects.<br />
<br />
==Whatever challenges==<br />
{{main|Stupid dwarf trick}}<br />
Do whatever [[stupid dwarf trick]] floats your boat.<br />
<br />
{{Category|Game}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Giant_opossum&diff=255199Giant opossum2020-10-07T21:16:24Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|21:16, 7 October 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
|bone=12-18<br />
|meat=12-13<br />
|skin=hide<br />
|fat=12<br />
|hair=0-1<br />
|skull=1<br />
|brain=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestine=1<br />
|heart=1<br />
|lung=2<br />
|cartilage=0-1<br />
<br />
|contrib=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Giant opossums''' are larger versions of the standard [[opossum]]. They can be somewhat dangerous to an unarmed dwarf, though they should pose little threat to even a fledgling [[military]]. <br />
<br />
Giant opossums can be [[animal trainer|tamed]] for [[pet]]s or bred as livestock for a [[meat industry]], though their lifespan of 2-4 years significantly limits their usefulness. They provide a medium amount of meat, but other, larger "giant" animals provide better [[butcher]]ing returns. Therefore giant opossums are little more than pests to most fortresses, but they can be useful as wild [[hunter|hunting]] targets.<br />
<br />
Some dwarves [[preference|like]] giant opossums for their ''ability to play dead''.<br />
<br />
<br />
{{D for Dwarf}}<br />
Some dwarven scholars consider these creatures to be a probable origin of the elven worship of nature, postulating that, due to the peculiar appearance of these animals, they might have mistaken the opossums for moving walls powered by divine will.<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Ocelot&diff=254816Ocelot2020-09-15T16:41:53Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|16:41, 15 September 2020 (UTC)}}<br />
{{creaturelookup/0<br />
|bone=12<br />
|meat=12<br />
|skin=hide<br />
|fat=12<br />
|skull=1<br />
|brain=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestine=1<br />
|heart=1<br />
|lung=2<br />
|contrib=no<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Ocelots''' are very rare [[Creature|animals]] found in a number of [[tropical]] [[biome]]s, from [[forest]]s to [[Wetland|mangrove swamps]], where they appear one at a time. Weighting less than half the weight of a [[dwarf]], these carnivores are only a real threat to your smaller [[domestic animal]]s. On top of low frequency rate, no more than 3 ocelots will exist in a single biome before they're considered locally [[extinct]]. A newborn ocelot is called a ''cub'', and all members of the species are born with Legendary [[skill]] in [[Climber|climbing]].<br />
<br />
Ocelots can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, and they're also sometimes brought along with [[Elf|elven]] [[caravan]]s. They can receive additional war or hunting training as well, making them equivalent to war dogs in capabilities, though their {{token|MEANDERER}} tag will cause them to move around very slowly{{Bug|9588}}. Products made from ocelot parts, should you choose to [[butcher]] them, are [[item value|worth]] twice more than those made from parts of common animals. Ocelots take 3 years to reach adulthood, though they're fully grown by the age of 2.<br />
<br />
Some dwarves [[Preferences|like]] ocelots for their ''coat patterns''.<br />
<br />
[[File:Ocelot (Jaguatirica) Zoo Itatiba.jpg|thumb|300px|center|Admired for its ''coat patterns''.]]<br />
<br />
{{D for Dwarf}}<br />
Ocelots are not easily tameable with fish, nor are they able to scare away green-colored explosive creatures.<br />
<br />
Ocelots have nothing to do with revolvers or snakes<br />
<br />
{{gamedata}}<br />
{{creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Multiplayer&diff=254674Multiplayer2020-08-30T20:02:10Z<p>MathFox: Changed quality rating from "Exceptional" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|20:02, 30 August 2020 (UTC)}}<br />
{{av}}<br />
<br />
''Dwarf Fortress'' is, at its core, a single-player game. The game was designed and built from the ground up to be played by a single person, there is no multiplayer support, and no indication that it is ever going to be planned, even in the (very) far-reaching timeline envisioned by the Adams brothers. <br />
<br />
''However'', it is possible, most often through unofficial and [[Utility:DFHack|hacky]] methods, to enjoy a multiplayer-like experience of the game, depending on your definition of 'multiplayer'. <br />
<br />
*'''[https://dwarffortresswiki.org/Succession Succession]''': in which players take turns controlling a single fortress or adventurer and pass the save file around. No specific implementation is needed, only a messaging board such as the bay12 forums to agree on the specifics.<br />
<br />
*'''Hotseat''': a single instance of the game runs, but the controls are shared among multiple players. This can be done over telnet with [[Utility:Dfterm2|Dfterm2]] ([http://www.bay12forums.com/smf/index.php?topic=50643.0]) or over a web interface with [https://dwarffortresswiki.org/index.php?title=Utility:Dfterm3 Dfterm3] or [http://www.bay12forums.com/smf/index.php?topic=139975 DF Everywhere].<br />
<br />
*'''Co-op''': a single instance of the game runs, but different screens are rendered to different players. This is implemented through [http://www.bay12forums.com/smf/index.php?topic=176070.0 dfplex].<br />
<br />
*'''[http://www.bay12forums.com/smf/index.php?topic=165168.0 Arena mode]''': a single instance of the game on Arena mode runs, and players 'control' a single unit (in reality, the AI controls it and DFHack transmits the human instructions).</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Elk_man&diff=254664Elk man2020-08-28T19:49:12Z<p>MathFox: Added quality rating "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:49, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
<br />
Some dwarves [[Preferences|like]] elk men for their ''grace''.<br />
<br />
[[File:elk_man.png|thumb|340px|center|Can do above-average headbutting damage.]]<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}<br />
{{Category|Animals}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Spider_monkey_man&diff=254663Spider monkey man2020-08-28T19:27:26Z<p>MathFox: Changed quality rating from "Fine" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|19:27, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
'''Spider monkey men''' are an [[animal people]] variant of the rare [[spider monkey]], living in [[tropical]] [[broadleaf forest]]s, similarly to their precedents. <br />
<br />
Like other savage animal people, spider monkey men may occasionally become [[historical figure]]s or even join [[civilization]]s, becoming full-fledged [[citizen]]s who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]]. <br />
<br />
Some dwarves [[Preferences|like]] spider monkey men for their ''long arms'' and their ''prehensile tails''.<br />
<br />
<br />
<br />
<br />
<br />
<br />
{{Translation| dwarven = sethal vankåb udos | elvish = thepani rithé onino | goblin = utes lam ngorûg | human = azoc taksmo abo}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Sloth_bear_man&diff=254662Sloth bear man2020-08-28T19:26:41Z<p>MathFox: Changed quality rating from "Fine" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|19:26, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
Some dwarves [[Preferences|like]] sloth bear men for their ''large floppy ears''.<br />
<br />
{{Translation| dwarven = gäzot uvel udos | elvish = timeba atha onino | goblin = ongo ron ngorûg | human = thruque rorec abo}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Sloth_man&diff=254661Sloth man2020-08-28T19:26:05Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:26, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Sloth men''' are [[animal people]] variants of the common [[sloth]]. Like other sloth-based creatures, sloth men are quite [[gait|slow]], being about half as fast as a dwarf. Some dwarves [[preference|admire]] sloth men for their "''slow movement''".<br />
<br />
Sloth people appear in [[savage]] [[tropical]] [[forest]]s, in groups of 1-5 individuals. They are not particularly dangerous, and generally avoid confrontations.<br />
<br />
Some dwarves [[Preferences|like]] sloth men for their ''slow movement''.<br />
<br />
[[File:sloth_man.jpg|thumb|300px|center|Not known for their quick wit.]]<br />
<br />
{{Translation| dwarven = gäzot udos | elvish = timeba onino | goblin = ongo ngorûg | human = thruque abo}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Rhinoceros_man&diff=254660Rhinoceros man2020-08-28T19:24:43Z<p>MathFox: Added quality rating "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:24, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
<br />
'''Rhinoceros men''' (and women) can often be dangerous, especially to pets such as dogs which will attempt to attack them if they get too close.<br />
<br />
Some dwarves [[Preferences|like]] rhinoceros men for their ''horns''.<br />
<br />
[[File:rhino_man.jpg|thumb|300px|center|Why are rhino men bad economists? They always charge.]]<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}<br />
{{Category|Animals}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Skunk_man&diff=254659Skunk man2020-08-28T19:16:06Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:16, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
Some dwarves [[Preferences|like]] skunk men for their ''foul smell'' and their ''distinctive striping''.<br />
<br />
[[File:skunk_man.png|thumb|280px|center|Still smells terrible.]]<br />
<br />
{{Translation| dwarven = rungak udos | elvish = dipane onino | goblin = masnäm ngorûg | human = slenshi abo}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Sponge_man&diff=254658Sponge man2020-08-28T19:15:34Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:15, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
|death=nobutcher<br />
|wiki=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Sponge men''' are humanoid versions of the common [[sponge]] and a [[Creature|species]] of [[animal people]], found in most [[savage]] bodies of water. They are exactly as large as a [[dwarf]] and spawn in groups of 1-3 individuals. Because they are made of sponge tissue, they are incredibly fragile (even more so than normal sponges due to having many body parts to attack), making them harmless to all but the most unlucky of dwarves. Sponge men don't need to eat, drink or sleep to survive and are born as full-sized adults, never going through any growth during their lives.<br />
<br />
Some dwarves [[Preferences|like]] sponge men for their ''squishy texture''.<br />
<br />
[[File:sponge_man.png|thumb|177px|center|"F" is for friends who do stuff together!"<br />''Art by Arne'']]<br />
<br />
===Creature behavior===<br />
{{D for Dwarf}}<br />
Sponge men are often known for wearing, unusually for an animal, [[trousers]]. Said trousers are often, even more unusually, square. They are known for their piercing, demonic laughter, and inability to commandeer a [[wagon]]. They are often at odds with [[squid man|squid men]], although they are rarely aware of the fact. Sponge men tend to come under the employment of [[crab man|crab men]], usually working in [[kitchen|kitchens]].<br />
<br />
{{Translation| dwarven = adbok udos | elvish = meca onino | goblin = gestrast ngorûg | human = muma abo}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Walrus_man&diff=254657Walrus man2020-08-28T19:13:17Z<p>MathFox: Added quality rating "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|19:13, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
<br />
Some dwarves [[Preferences|like]] walrus men for their ''tusks'' and their ''whiskers''.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}<br />
{{Category|Animals}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Wombat_man&diff=254656Wombat man2020-08-28T19:12:31Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:12, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
Mostly harmless.<br />
<br />
Some dwarves [[Preferences|like]] wombat men for their ''waddle''.<br />
<br />
[[File:wombat_man.png|thumb|270px|center]]<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Worm_man&diff=254655Worm man2020-08-28T19:11:45Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|19:11, 28 August 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
<br />
Some dwarves [[Preferences|like]] worm men for their ''wriggling''.<br />
<br />
[[File:worm_man.png|thumb|230px|center|Slithery and possibly friendly.<br />''Art by Arne'']]<br />
<br />
{{Translation| dwarven = vesrul udos | elvish = nema onino | goblin = osle ngorûg | human = slinpa abo}}<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Octopus_man&diff=254581Octopus man2020-08-21T17:54:26Z<p>MathFox: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|17:54, 21 August 2020 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
Some dwarves [[Preferences|like]] octopus men for their ''many arms'' and their ''intelligence''.<br />
<br />
[[File:octopus_man.jpg|thumb|240px|center|You don't wanna know where the beak is.<br />''Art by Krastor'']]<br />
<br />
{{D for Dwarf}}<br />
'''Octopus men''' have been known to take over the bodies of Spider-men, deeming themselves to have superior intellect compared to the Spider-men.<br />
<br />
Octopus men are a surprisingly unscrupulous race; they often feud with [[DF2014:Squid man|squid men]] over territory and are known to steal precious materials from them. In rare instances, squid man [[singer]]s have even been kidnapped from their undersea homes and forced to perform for octopus men. Despite this, there is evidence that octopus men and squid men were on equal terms in the distant past.<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Red_squirrel_man&diff=254580Red squirrel man2020-08-21T17:43:47Z<p>MathFox: Added quality rating "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|17:43, 21 August 2020 (UTC)}}<br />
{{Creaturelookup/0<br />
|contrib=no<br />
}}<br />
{{av}}<br />
{{new in v0.42}}<br />
{{creaturedesc}}<br />
<br />
Some dwarves [[Preferences|like]] red squirrel men for their ''tails''.<br />
<br />
[[File:red_squirrel_man.jpg|thumb|300px|center|This squirrel is nuts!<br />''Art by Leslie Castle'']]<br />
<br />
{{D for Dwarf}}<br />
Red squirrel men do not commonly have "bad fur days". They are not known to date [[cv:Hare_man|rabbit women]] twice their size. They are also not [[cv:alcohol|alcoholics]].<br />
<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}</div>MathFoxhttps://dwarffortresswiki.org/index.php?title=Ibex_man&diff=254579Ibex man2020-08-21T17:42:28Z<p>MathFox: Changed quality rating from "Superior" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|17:42, 21 August 2020 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Ibex men''' are the [[animal man]] version of the [[ibex]], found in [[savage]] [[grassland]]s and [[desert]]s, and are roughly the size of a [[dwarf]]. They are one of the few animal people species able to wear dwarf-sized armor and clothing, making them a good choice for [[adventurer mode|adventurer]]s starting in a dwarven civilization. Both ibex men and ibex women have horns, but these are mostly decorative as they can’t use them for goring attacks. Their hooves add some ”punch” to their kicks, though.<br />
<br />
Some dwarves [[Preferences|like]] ibex men for their ''long horns''.<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>MathFox