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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alpacalypse</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-13T20:11:42Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=294792</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=294792"/>
		<updated>2023-08-13T16:11:55Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: + v50 Menus Template and related categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_justice.png|thumb|When you forget the Baron's demands for 3 flutes.&amp;lt;br /&amp;gt;''Art by MK01'']]&lt;br /&gt;
&lt;br /&gt;
The '''justice''' system is present to punish criminals. Justice is administered by a [[sheriff]] or [[captain of the guard]], and is used to deal with criminal acts committed in the fortress by citizens or visitors, for example dwarves disobeying their betters, breaking furniture, starting fights, etc. &lt;br /&gt;
&lt;br /&gt;
== Screen ==&lt;br /&gt;
[[File:Opening Justice Menu.png|thumb|Click scales icon or press j on the keyboard.]]&lt;br /&gt;
To get to the justice screen, click the Justice menu button or press {{k|j}}&lt;br /&gt;
=== Open cases tab ===&lt;br /&gt;
The Open cases tab has a list of the open cases on the left from oldest to most recent. On the right, details about the selected case are provided, including the injured party (if applicable), the case status ({{DFtext|Unsolved.|3:1}}), and the witnesses who reported the crime. There are two buttons which allow the player to [[Justice#Interrogation|interrogate]] or [[Justice#Punishments|convict]] a creature.&lt;br /&gt;
&lt;br /&gt;
=== Closed cases tab ===&lt;br /&gt;
The Closed cases tab, similarly the Open cases tab, has a list of the closed cases on the left from oldest to most recent, with details on the right. However, there are no buttons, and the case status is described as {{DFtext|Convicted: Urist McDidntMakeFlutes, Craftsdwarf.|5:1}}&lt;br /&gt;
&lt;br /&gt;
=== Cold cases tab ===&lt;br /&gt;
The Cold cases Tab is the same as the Open cases tab, but only includes cases older than one year.&lt;br /&gt;
&lt;br /&gt;
=== Fortress guard tab ===&lt;br /&gt;
The Fortress guard tab contains information on the [[fortress guard]] if it exists. At the top is shown the total number of combined [[Cage|cages]] plus [[Restraint|restraints]] in the [[dungeon]] out of the number requested by the fortress guard (approximately one tenth the population). Note that [[Chain|chains]] includes both ropes and chains.&lt;br /&gt;
&lt;br /&gt;
The rest of the tab is a list of members of the fortress guard, including the cases assigned to each member.&lt;br /&gt;
&lt;br /&gt;
=== Convicts tab ===&lt;br /&gt;
The Convicts tab contains of a list on the left of everybody who has been convicted of a crime. On the right, pending sentence(s) for the selected creature are displayed, along with all the crimes they have ever been convicted of.&lt;br /&gt;
&lt;br /&gt;
=== Intelligence tab ===&lt;br /&gt;
The Intelligence tab shows information gathered about hostile [[Intrigue|plots]] via [[Justice#Interrogation|interrogation]].&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
[[File:Justice screen.png|thumb|In-game screenshot]]&lt;br /&gt;
&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade the export of.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''', '''Building destruction''', '''Vandalism''' - attacking another dwarf, destroying a [[building]], or toppling [[furniture]] or [[door]]s during a [[tantrum]].&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]]&lt;br /&gt;
* '''Espionage''' - an [[agent]] infiltrated your fortress as a [[visitor]] as part of a larger plot (for example, to steal an [[artifact]], or to corrupt a [[noble]]).&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder. The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
Dwarves and others are also variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
==Interrogation==&lt;br /&gt;
[[File:Investigation.png|thumb|Crime investigation at work.  Do note that you might not be able to interview the Deceased.]]&lt;br /&gt;
[[File:Courtroom.png|thumb|A typical (not really) dwarven court.]]&lt;br /&gt;
&lt;br /&gt;
Dwarves and friendly visitors can also be interrogated as the suspects of crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (which is determined by the Captain's various [[Social_skill|social skills]] against the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular scheming or other villainous organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]] and the target is listed in the Actors tab of the justice menu.&lt;br /&gt;
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit, you could interrogate the entire fort without any repercussions other than lost work time.&lt;br /&gt;
&lt;br /&gt;
You can (and probably should) investigate all new arrivals (immigrants and visitors), as some of them may be there to commit a crime (espionage, theft, etc) or may be under a false name that is guilty of another crime.  To do so, there needs to be at least one Open case in the Justice &amp;gt; Open cases menu.  You can click &amp;quot;Interrogate&amp;quot; and then scroll down to the target of investigation.  This may result in newly reported crimes in the Open cases tab, and it will result in new data in the Intelligence tab.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a [[sheriff]] has been assigned. In increasing order of severity (at least that's what the dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the [[sheriff]] or by a member of the [[fortress guard]]. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal an unhappy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) a happy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
&amp;lt;s&amp;gt;Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. A dwarf throwing a tantrum may destroy restraints (even metal ones) and escape, leading to further punishment (for building destruction).&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designate a new Dungeon by going to {{k|z}}ones, select Dungeon, and then highlight the area of your future dungeon/prison.  Once designated, The {{k|j}}ustice &amp;gt; Fortress guard screen will show you how many metal cages and chains are available in the dungeon.&lt;br /&gt;
&lt;br /&gt;
It is also strongly recommended to use chains, not cages, for imprisonment: dwarves on chains are still free to move one step in any direction, allowing them to keep themselves fed and hydrated when food and booze stockpiles or wells are placed adjacent to the chain. Dwarves in cages are entirely dependent on the assistance of others.&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Don't forget that all civilized dwarves like using a mug/goblet. &lt;br /&gt;
Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.  You can even add a beautiful water well and a soap stockpile so the dwarf can bathe and drink water if necessary.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Crimes do not seem to lapse, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended in the z-screen.&lt;br /&gt;
&lt;br /&gt;
==Exemption==&lt;br /&gt;
&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Non-humanoid (animals are exempt)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION|po}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank god I only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch.&amp;quot; -Urist Mc. Murderhobo.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_menus&amp;diff=294791</id>
		<title>Template:V50 menus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_menus&amp;diff=294791"/>
		<updated>2023-08-13T16:08:33Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Updated red links for Justice to point to relevant sections. Most don't warrant a dedicated page anyway.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 menus&lt;br /&gt;
| title = [[Menu|Menu Tab]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #cebedf;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Unit list|Creatures]]&lt;br /&gt;
| list1 = [[Unit_list#Citizens_tab|Citizens]] • [[Unit_list#Pets.2FLivestock_tab|Pets/Livestock]] • [[Unit_list#Others_tab|Others]] • [[Unit_list#Dead.2FMissing_tab|Dead/Missing]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[Tasks]]&lt;br /&gt;
| list2 = [[Tasks|Tasks]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[Places]]&lt;br /&gt;
| list3 = [[Zones]] • [[Locations]] • [[Stockpile|Stockpiles]] • [[Workshop|Workshops]] • [[Farming|Farm plots]]&lt;br /&gt;
&lt;br /&gt;
| group4 = [[Labor]]&lt;br /&gt;
| list4 = [[Labor#Work_details|Work details]] • [[Standing orders]] • [[Labor#Kitchen|Kitchen]] • [[Labor#Stone_use|Stone use]]&lt;br /&gt;
&lt;br /&gt;
| group5 = [[Work orders]]&lt;br /&gt;
| list5 = [[Work orders]]&lt;br /&gt;
&lt;br /&gt;
| group6 = [[Noble|Nobles and Administrators]]&lt;br /&gt;
| list6 = [[Noble#Menu|Nobles and Administrators]]&lt;br /&gt;
&lt;br /&gt;
| group7 = [[Objects]]&lt;br /&gt;
| list7 = [[Artifacts]] • [[Symbols (menu)|Symbols]] • [[Named objects]] • [[Book|Written content]]&lt;br /&gt;
&lt;br /&gt;
| group8 = [[Justice]]&lt;br /&gt;
| list8 = [[Justice#Open_cases_tab|Open cases]] • [[Justice#Closed_cases_tab|Closed cases]] • [[Justice#Cold_cases_tab|Cold cases]] • [[Justice#Fortress_guard_tab|Fortress Guard]] • [[Justice#Convicts_tab|Convicts]] • [[Justice#Intelligence_tab|Intelligence]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=293327</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=293327"/>
		<updated>2023-05-18T13:29:49Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Title */ Corrected directory path for latest steam version (assuming consistent across platforms)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:book_preview.png|190px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{k|L}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by &amp;quot;(copy)&amp;quot; at the end of their title.&lt;br /&gt;
&lt;br /&gt;
Quires and scrolls are found under &amp;quot;tools&amp;quot; in the {{k|z}} Stocks screen, and codices can be found under &amp;quot;codices&amp;quot;. Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.&amp;lt;br&amp;gt; If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books will instead be stored in [[container]]s.&lt;br /&gt;
&lt;br /&gt;
== Physical Forms ==&lt;br /&gt;
&lt;br /&gt;
=== Scroll ===&lt;br /&gt;
&lt;br /&gt;
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.&lt;br /&gt;
&lt;br /&gt;
=== Quire and codex ===&lt;br /&gt;
&lt;br /&gt;
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and a [[thread]] to create a codex.&lt;br /&gt;
&lt;br /&gt;
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Paper industry]]''&lt;br /&gt;
&lt;br /&gt;
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).&lt;br /&gt;
&lt;br /&gt;
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
&lt;br /&gt;
Written books can be read. Readers will gain information on the subject they read about in a book. Contents of a book cannot impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.&lt;br /&gt;
&lt;br /&gt;
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess a [[reader]] skill of at least novice level in order to read a book. This skill can only be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.&lt;br /&gt;
&lt;br /&gt;
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
Unwritten quires and scrolls stocked in a library as writing material will be used periodically by scholars and scribes to write original works and copy existing works, respectively.&lt;br /&gt;
&lt;br /&gt;
Adventurers can write their own books:  First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand. Press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours. If you are interrupted by enemies, writing will stop and the writing material will be unused.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
== Subjects == &lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
&lt;br /&gt;
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge ===&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]] books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. They are referred to as ''manuals''.&lt;br /&gt;
&lt;br /&gt;
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elven stuff, and for humans it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
&lt;br /&gt;
Books containing &amp;quot;secrets of life and death&amp;quot; are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it &amp;quot;concerns the secrets of life and death&amp;quot; if it does, note that books with descriptions like &amp;quot;Concerns the learning of the secrets of life and death&amp;quot; do ''not'' contain the secret and as such cannot train necromancers.&lt;br /&gt;
&lt;br /&gt;
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant &amp;quot;Form&amp;quot; topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines.  Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
== Literary Forms ==&lt;br /&gt;
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be &amp;quot;unlocked&amp;quot; by scholars discovering a certain [[topic]], and cannot be written before such a discovery.&lt;br /&gt;
&lt;br /&gt;
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.&lt;br /&gt;
&lt;br /&gt;
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Literary form name !! Purpose !! How to unlock&lt;br /&gt;
|-&lt;br /&gt;
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Guide || General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Chronicle || In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.&lt;br /&gt;
|-&lt;br /&gt;
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Musical Composition ||  Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.&lt;br /&gt;
|-&lt;br /&gt;
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.&lt;br /&gt;
|-&lt;br /&gt;
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value too. || Requires Historian's ''comparative biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure.  || Requires Historian's ''genealogy'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people.  || Requires Historian's ''encyclopedia'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too.  || Requires Historian's ''cultural comparison'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question.  || Requires Historian's ''treatise on technological advancement'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires Astronomer's ''star chart'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires one of the Astronomer's ''star catalogue'' topics.&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
&lt;br /&gt;
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'&lt;br /&gt;
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.&lt;br /&gt;
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.&lt;br /&gt;
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.&lt;br /&gt;
&lt;br /&gt;
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books. It would be possible to directly name your book in adventure mode this way.&lt;br /&gt;
&lt;br /&gt;
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, &amp;quot;[ANY_PRONOUN]&amp;quot;. It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. &lt;br /&gt;
&lt;br /&gt;
You only get one roll per name per title. So &amp;quot;[NAME] Is Not [NAME]&amp;quot; will say something like &amp;quot;The Tower Is Not The Tower&amp;quot;.&lt;br /&gt;
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in &amp;quot;Tower Inside The Tower&amp;quot;&lt;br /&gt;
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like &amp;quot;Good Hungry Flaxen Obsession&amp;quot;. Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. &lt;br /&gt;
&lt;br /&gt;
These are the 7 tokens for these two txt files:&lt;br /&gt;
[NAME]&lt;br /&gt;
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notably, these may or may not be plural and/or have an article.&lt;br /&gt;
Name is directly related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME] (no article name)&lt;br /&gt;
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notice that the inserted text may still be plural - limiting its usage.&lt;br /&gt;
These likewise are related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NOUN]&lt;br /&gt;
Examples: Despair, Roots, Scrolls, Wheel-and-axels&lt;br /&gt;
&lt;br /&gt;
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.&lt;br /&gt;
&lt;br /&gt;
[ADJ]&lt;br /&gt;
Examples: Boyish, Inky, Angry, Bronzed&lt;br /&gt;
&lt;br /&gt;
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.&lt;br /&gt;
&lt;br /&gt;
[ANY_AGE]&lt;br /&gt;
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon&lt;br /&gt;
&lt;br /&gt;
Will only pull ages from the world's history, not from all possibilities.&lt;br /&gt;
&lt;br /&gt;
[ANY_PRONOUN]&lt;br /&gt;
Examples: He, She, We, They&lt;br /&gt;
&lt;br /&gt;
It is believed it only generates subject pronouns (not &amp;quot;Us&amp;quot; or &amp;quot;Them&amp;quot;). Past tense makes this easy to use.&lt;br /&gt;
&lt;br /&gt;
[PHRASE]&lt;br /&gt;
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns&lt;br /&gt;
&lt;br /&gt;
Due to the wide variety, this is pretty hard to use. &lt;br /&gt;
&lt;br /&gt;
-=-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
So, you can let the game do a lot of the work for you and generate more of this style:&lt;br /&gt;
The [ADJ] [NO_ART_NAME]&lt;br /&gt;
[NAME], [ADJ] [NOUN]&lt;br /&gt;
[PHRASE], [ADJ] [NO_ART_NAME]&lt;br /&gt;
&lt;br /&gt;
Or you can be as specific as you'd like:&lt;br /&gt;
&lt;br /&gt;
My Mother Always Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
[NAME], And Its Utmost Importance.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME], Do You Love Me?&lt;br /&gt;
&lt;br /&gt;
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
Poetic forms are generated in the same manner as Taverns/Locations.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}&lt;br /&gt;
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}&lt;br /&gt;
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.&lt;br /&gt;
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in &amp;quot;phantom&amp;quot; books.{{bug|10245}}&lt;br /&gt;
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.&lt;br /&gt;
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Text_book_instruction.txt]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[Ru:Book]]&lt;br /&gt;
[[Fr:Livres (books)]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=293326</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=293326"/>
		<updated>2023-05-18T13:26:50Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Title */ corrected file names and +link to existing page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:book_preview.png|190px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{k|L}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by &amp;quot;(copy)&amp;quot; at the end of their title.&lt;br /&gt;
&lt;br /&gt;
Quires and scrolls are found under &amp;quot;tools&amp;quot; in the {{k|z}} Stocks screen, and codices can be found under &amp;quot;codices&amp;quot;. Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.&amp;lt;br&amp;gt; If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books will instead be stored in [[container]]s.&lt;br /&gt;
&lt;br /&gt;
== Physical Forms ==&lt;br /&gt;
&lt;br /&gt;
=== Scroll ===&lt;br /&gt;
&lt;br /&gt;
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.&lt;br /&gt;
&lt;br /&gt;
=== Quire and codex ===&lt;br /&gt;
&lt;br /&gt;
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and a [[thread]] to create a codex.&lt;br /&gt;
&lt;br /&gt;
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Paper industry]]''&lt;br /&gt;
&lt;br /&gt;
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).&lt;br /&gt;
&lt;br /&gt;
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
&lt;br /&gt;
Written books can be read. Readers will gain information on the subject they read about in a book. Contents of a book cannot impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.&lt;br /&gt;
&lt;br /&gt;
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess a [[reader]] skill of at least novice level in order to read a book. This skill can only be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.&lt;br /&gt;
&lt;br /&gt;
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
Unwritten quires and scrolls stocked in a library as writing material will be used periodically by scholars and scribes to write original works and copy existing works, respectively.&lt;br /&gt;
&lt;br /&gt;
Adventurers can write their own books:  First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand. Press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours. If you are interrupted by enemies, writing will stop and the writing material will be unused.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
== Subjects == &lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
&lt;br /&gt;
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge ===&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]] books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. They are referred to as ''manuals''.&lt;br /&gt;
&lt;br /&gt;
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elven stuff, and for humans it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
&lt;br /&gt;
Books containing &amp;quot;secrets of life and death&amp;quot; are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it &amp;quot;concerns the secrets of life and death&amp;quot; if it does, note that books with descriptions like &amp;quot;Concerns the learning of the secrets of life and death&amp;quot; do ''not'' contain the secret and as such cannot train necromancers.&lt;br /&gt;
&lt;br /&gt;
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant &amp;quot;Form&amp;quot; topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines.  Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
== Literary Forms ==&lt;br /&gt;
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be &amp;quot;unlocked&amp;quot; by scholars discovering a certain [[topic]], and cannot be written before such a discovery.&lt;br /&gt;
&lt;br /&gt;
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.&lt;br /&gt;
&lt;br /&gt;
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Literary form name !! Purpose !! How to unlock&lt;br /&gt;
|-&lt;br /&gt;
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Guide || General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Chronicle || In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.&lt;br /&gt;
|-&lt;br /&gt;
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Musical Composition ||  Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.&lt;br /&gt;
|-&lt;br /&gt;
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.&lt;br /&gt;
|-&lt;br /&gt;
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value too. || Requires Historian's ''comparative biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure.  || Requires Historian's ''genealogy'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people.  || Requires Historian's ''encyclopedia'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too.  || Requires Historian's ''cultural comparison'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question.  || Requires Historian's ''treatise on technological advancement'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires Astronomer's ''star chart'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires one of the Astronomer's ''star catalogue'' topics.&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
&lt;br /&gt;
Books are named from the two text files found in /raw/objects/text. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'&lt;br /&gt;
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.&lt;br /&gt;
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.&lt;br /&gt;
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.&lt;br /&gt;
&lt;br /&gt;
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books. It would be possible to directly name your book in adventure mode this way.&lt;br /&gt;
&lt;br /&gt;
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, &amp;quot;[ANY_PRONOUN]&amp;quot;. It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. &lt;br /&gt;
&lt;br /&gt;
You only get one roll per name per title. So &amp;quot;[NAME] Is Not [NAME]&amp;quot; will say something like &amp;quot;The Tower Is Not The Tower&amp;quot;.&lt;br /&gt;
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in &amp;quot;Tower Inside The Tower&amp;quot;&lt;br /&gt;
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like &amp;quot;Good Hungry Flaxen Obsession&amp;quot;. Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. &lt;br /&gt;
&lt;br /&gt;
These are the 7 tokens for these two txt files:&lt;br /&gt;
[NAME]&lt;br /&gt;
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notably, these may or may not be plural and/or have an article.&lt;br /&gt;
Name is directly related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME] (no article name)&lt;br /&gt;
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours&lt;br /&gt;
&lt;br /&gt;
Notice that the inserted text may still be plural - limiting its usage.&lt;br /&gt;
These likewise are related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
[NOUN]&lt;br /&gt;
Examples: Despair, Roots, Scrolls, Wheel-and-axels&lt;br /&gt;
&lt;br /&gt;
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.&lt;br /&gt;
&lt;br /&gt;
[ADJ]&lt;br /&gt;
Examples: Boyish, Inky, Angry, Bronzed&lt;br /&gt;
&lt;br /&gt;
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.&lt;br /&gt;
&lt;br /&gt;
[ANY_AGE]&lt;br /&gt;
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon&lt;br /&gt;
&lt;br /&gt;
Will only pull ages from the world's history, not from all possibilities.&lt;br /&gt;
&lt;br /&gt;
[ANY_PRONOUN]&lt;br /&gt;
Examples: He, She, We, They&lt;br /&gt;
&lt;br /&gt;
It is believed it only generates subject pronouns (not &amp;quot;Us&amp;quot; or &amp;quot;Them&amp;quot;). Past tense makes this easy to use.&lt;br /&gt;
&lt;br /&gt;
[PHRASE]&lt;br /&gt;
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns&lt;br /&gt;
&lt;br /&gt;
Due to the wide variety, this is pretty hard to use. &lt;br /&gt;
&lt;br /&gt;
-=-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
So, you can let the game do a lot of the work for you and generate more of this style:&lt;br /&gt;
The [ADJ] [NO_ART_NAME]&lt;br /&gt;
[NAME], [ADJ] [NOUN]&lt;br /&gt;
[PHRASE], [ADJ] [NO_ART_NAME]&lt;br /&gt;
&lt;br /&gt;
Or you can be as specific as you'd like:&lt;br /&gt;
&lt;br /&gt;
My Mother Always Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
[NAME], And Its Utmost Importance.&lt;br /&gt;
&lt;br /&gt;
[NO_ART_NAME], Do You Love Me?&lt;br /&gt;
&lt;br /&gt;
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].&lt;br /&gt;
&lt;br /&gt;
Poetic forms are generated in the same manner as Taverns/Locations.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}&lt;br /&gt;
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}&lt;br /&gt;
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.&lt;br /&gt;
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in &amp;quot;phantom&amp;quot; books.{{bug|10245}}&lt;br /&gt;
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.&lt;br /&gt;
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Text_book_instruction.txt]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[Ru:Book]]&lt;br /&gt;
[[Fr:Livres (books)]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology&amp;diff=293325</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Changes to terminology</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology&amp;diff=293325"/>
		<updated>2023-05-18T13:08:04Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* To-do and specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This topic seemed reasonably critical to wiki updating, yet broad enough to warrant its own discussion page.&lt;br /&gt;
I recommend following similar guidelines to editing and updating this page, as are covered on the main [[Dwarf_Fortress_Wiki:Centralized_Discussion|Centralized Discussion]] page: Add new topics/issues to the top of a related section, move old or suitably addressed topics to [[Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology#Old_notes_and_discussions|Old notes and discussions]]. As this page was originally created from a to-do list, it is currently making use of '''red links to pages''' that are ''pertinent to the discussion'', and suggested ''candidates for creation''.&lt;br /&gt;
&lt;br /&gt;
==Changes to Terminology==&lt;br /&gt;
===Summary and style notes===&lt;br /&gt;
As the topic of discussion here is not as broad as the main discussion page, at the moment, this page mostly has notes, with links to wiki articles, rather than to talk pages. For the most part, the issues are self-evident in the context of terminology changes. However, if the &amp;quot;note(s)&amp;quot; is getting very long-winded, or there is already a talk page on the subject, it is better to link to that and keep notes here relatively concise. If you are unsure if your note is bleedingly obvious, or think it might be controversial, it would be best if you either link to and comment in this page's [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology|discussion]], or to another relevant talk page.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:On a related &amp;quot;note&amp;quot;, this was page was the evolution of a long to-do list: don't forget this is a wiki page, like any other, if you think something is incorrect or can be improved [[Dwarf_Fortress_Wiki:Community_Portal#B|'''B'''e Bold!]] and change it, and don't forget the [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology|talk]] page here.&lt;br /&gt;
&lt;br /&gt;
===General notes and recent updates===&lt;br /&gt;
The wiki currently has quite a bit of ambiguity in terminology as a result of some recent updates, and terminology relating to new features. Most notably (though not exclusively) due to the new menus and tabs introduced with the [[Release_information/50.01|v50 update]].&lt;br /&gt;
&lt;br /&gt;
====To-do and specifics====&lt;br /&gt;
This section was the basis for the creation of this page, so is currently set up a little differently from the main discussion. It might be too free-form a structure for a centralized discussion page; you can discuss these notes on the [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#To-do_list|talk]] page here.&lt;br /&gt;
&lt;br /&gt;
*[[Symbol]] - ''Mostly completed up to fine level'', but needs better linking/references to existing wiki pages, and editing of those pages where relevant to recent changes. &lt;br /&gt;
:*[[Custom_names_and_symbols#Custom_symbols|Custom Symbols]] - Page created, but probably needs some better page and link structure/reorganisation. &lt;br /&gt;
::* What to do with &amp;quot;Custom symbols&amp;quot; section of [[Custom names and symbols]]? Add to a new [[Names and symbols]] page? Make its own page similar to [[Fortress name]]? (see &amp;quot;Name&amp;quot; below)&lt;br /&gt;
*[[Object]] ([[Talk:Objects|Objects talk]]) - New pages and a lot of small, but significant edits to existing pages (such as &amp;quot;[[Item]]&amp;quot;) needed to avoid confusion or add clarity to different uses of words and features relating to [[Object]] and [[Objects]].&lt;br /&gt;
*[[Name]] - This is can lead down quite a rabbit hole, the following is not an exhaustive list:&lt;br /&gt;
:*This is complicated by there already being a very comprehensive [[name]] page, which only deals with generated character names.&lt;br /&gt;
:*&amp;lt;s&amp;gt;A [[Fortress name]] page (ditto).&amp;lt;/s&amp;gt; Now combined with [[Custom names and symbols]] (see below)&lt;br /&gt;
:*The newly created [[Custom names and symbols]] page, which contains 90% of the information on [[Fortress name]].&lt;br /&gt;
:*Lack of documentation or references to any other generated or custom names:&lt;br /&gt;
::*Seemingly undocumented [[Custom_names_and_symbols#Custom_names|group names]].&lt;br /&gt;
::*As above, but with [[Custom_names_and_symbols#Custom_names|symbol names]].&lt;br /&gt;
::*Difference between a custom symbol ([[Custom_names_and_symbols#Custom_symbols|descriptive]]) and a custom symbol ([[symbol of office|badge of office]]), ''both of which'' can have unique and custom titles.&lt;br /&gt;
::*Lack of references to all other generated names: e.g. sites, artifacts, historically/[[World_activities|world activity]] generated '''non'''-[[Citizenship|entity]] related creatures.&lt;br /&gt;
:*The terminology between all of this: e.g. [[name]]/title/description.&lt;br /&gt;
&lt;br /&gt;
==Pages and Categories==&lt;br /&gt;
&lt;br /&gt;
===Pages===&lt;br /&gt;
*Suggested: Creation of an [[Objects]] page ([[Talk:Objects|talk]]) and [[Object]] disambiguation page. Updates to [[item]] page, accordingly.&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Groups|Suggested]]: Creation of a [[Group]] page (or similar title), with reference and inspiration from the [[army|armies]] page. Redirecting from [[Army]], to [[Group]].&lt;br /&gt;
&lt;br /&gt;
===Categories and disambiguation===&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Name_and_Names|Suggested]]: Disambiguation page - category, and topic restructuring for [[Name]] and related pages.&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Group_and_Groups|Suggested]]: Disambiguation page - [[Groups]]: used very widely when describing features in the game, but not very explicitly by the game itself.&lt;br /&gt;
*[[Dwarf_Fortress_Wiki_talk:Centralized_Discussion/Changes_to_terminology#Object_Objects_and_Item_Items|Suggested]]: Disambiguation page - [[Object]]. Covering similar terms, e.g. [[Objects]], [[Item]] and [[Items]] (Item'''s''' reference probably unnecessary)&lt;br /&gt;
&lt;br /&gt;
==Old notes and discussions==&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=293324</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=293324"/>
		<updated>2023-05-18T12:08:43Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Bugs */ style: strikethough word order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|right|A human noble from times past.]]'''Nobles''' are &amp;lt;s&amp;gt;snotty, good-for-nothing parasites&amp;lt;/s&amp;gt; [[Dwarf|dwarves]] elevated to a position of &amp;quot;rule&amp;quot; (or so ''they'' think) over your fortress. They provide a critical happiness bonus to unhappy and [[stress]]ed dwarves, who will yell at or cry on the nobles, and are also responsible for interacting with [[outpost liaison]]s. Nobles who can perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]], are colloquially known as '''utility nobles'''. Certain nobles are automatically elected by your fortress's citizenry, rising to ranks mostly outside of the player's control, while others (the aforesaid utility nobles, mostly) can be directly appointed by the player, and can be promoted, demoted and replaced at any time. &lt;br /&gt;
&lt;br /&gt;
Certain higher-rank nobles can make [[demand]]s and set [[mandate]]s, which, if not met, will upset the noble and result in punishments for your dwarves if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[room]]s and other personal goodies, such as [[cabinet]]s and [[armor stand]]s, and some of them are envious bastards and do not want a lesser dwarf to have a better room than them. If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a noble, especially a popular one like a [[mayor]], may cause unhappy thoughts and stress among the general populace, and their replacement may be ''even worse''. Furthermore, a fortress lacking a noble ruler (such as a [[mayor]]) may be temporarily unable to appoint new nobles manually, including utility nobles, until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other parts of the dwarven kingdom. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other non-utility noble. There is no benefit to having multiple of the same noble in the same fortress (except for [[militia captain]]s), so in the event you happen to have multiple [[baron]]s or similar, it is more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that nobles, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of the emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[Elf|elves]] and [[goblin]]s have nobles of their own, with some of the positions of their [[civilization]]s being exclusive to them, such as human law-makers and elven [[druid]]s. While civilized, [[kobold]]s and subterranean [[animal people]] have no nobles.&lt;br /&gt;
&lt;br /&gt;
== Menu ==&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{k|n}} or the {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.&lt;br /&gt;
&lt;br /&gt;
Each list entry contains the following columns (from left to right):&lt;br /&gt;
* The name of the position, with the name of the related squad below, if applicable.&lt;br /&gt;
* Button to change the current holder of the position, if applicable.&lt;br /&gt;
* An image of the current holder of the position, if there is one.&lt;br /&gt;
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.&lt;br /&gt;
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.&lt;br /&gt;
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.&lt;br /&gt;
* Any [[Mandate|mandates]] set by the noble.&lt;br /&gt;
* For the [[bookkeeper]], the desired [[stocks]] display precision.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Landholding nobles have triggers defined in the &amp;quot;entity_default.txt&amp;quot; [[raws]]. Prior to v0.44.11, these triggers would activate the associated nobles directly; in the current version, these triggers allow the foundation of new [[holding]]s and the number of holdings activates the nobles instead.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
*'''Holdings''' - Minimum number of fortress [[holding]]s for this position to become available.{{v|0.44.11}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
! '''Land Holder'''&lt;br /&gt;
! '''Population'''&lt;br /&gt;
! '''Created Wealth'''&lt;br /&gt;
! '''Exported Wealth'''&lt;br /&gt;
! '''Holdings'''{{v|0.44.11}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, no new nobles can be created, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Position'''&lt;br /&gt;
! width=5% | '''#'''&lt;br /&gt;
! '''Squad'''&lt;br /&gt;
! width=5% | '''Spouse'''&lt;br /&gt;
! width=5% | '''Heir'''&lt;br /&gt;
! '''Appointed By'''&lt;br /&gt;
! '''Replaced By'''&lt;br /&gt;
! width=5% | '''Pop Req'''&lt;br /&gt;
! width=7% | '''Wealth Req'''&lt;br /&gt;
! width=5% | '''Elected'''&lt;br /&gt;
! '''Lazy'''&lt;br /&gt;
! width=5% | '''Immunity'''&lt;br /&gt;
! width=5% | '''Econ Exempt'''&lt;br /&gt;
! width=5% | '''Military Screen Only'''&lt;br /&gt;
! '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Armok]] himself&lt;br /&gt;
| -&lt;br /&gt;
| 140&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointed noble selection==&lt;br /&gt;
Appointed nobles are chosen by the player via the nobles and administrators menu {{menu icon|n}} (though technically in-universe, they are being appointed by higher-ranking nobles; see below). There are certain skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing utility nobles.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager]]s use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker]]s most critically use the [[judge of intent]] and [[appraiser]] skill, among other [[social skill]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper]]s have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a noble, the new orders don't just descend from on high - instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission]]s before any appointments can be made. If your fort doesn't have the relevant higher-ranking noble [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the [SITE] tag are site-level, those without it are civ-level.  These types of nobles can be regarded as completely separate systems; with the lone exception of LAND_HOLDER related appointments (which have their own specific rules), civ-level nobles cannot appoint, succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of fort mode, the game will always attempt to assign nobles whenever possible (except for those with NUMBER:AS_NEEDED).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
Nobles with [APPOINTED_BY:position] require a noble of the designated position.&lt;br /&gt;
Nobles with [REQUIRES_POPULATION] require the population to have a specific size.&lt;br /&gt;
Nobles with [REQUIRES_MARKET] will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types).  This tag has no effect in fort mode.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created.&lt;br /&gt;
A position that requires a certain population will not appear in fort mode unless it has [APPOINTED_BY] or [ELECTED], probably due to a bug.  In worldgen, there is no functional difference between ELECTED and no appointment rule except that ELECTED nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the [SUCCESSION] tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of SUCCESSION:BY_POSITION, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
[REPLACED_BY:position] means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa.&lt;br /&gt;
&lt;br /&gt;
These rules are followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with [MILITARY_GOALS] after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
&lt;br /&gt;
Another interesting point is that a civ-level LAW_MAKING position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
&lt;br /&gt;
== Landholders positions ==&lt;br /&gt;
&lt;br /&gt;
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear. With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
Positions do not automatically appear when you reach their requirements. For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions. LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. Each time they appear, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track. The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}}&lt;br /&gt;
(Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
&lt;br /&gt;
Since at least 0.34.01, if your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}} As of 0.42, new mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time... but it might take a while, and in the meantime, you won't be able to appoint certain nobles. (not really a bug?) {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;all&amp;lt;/s&amp;gt; many players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=293315</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=293315"/>
		<updated>2023-05-16T11:26:01Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Trivia */ Moved 86ing trivia to trivia from D for Dwarf. (Humourous but true)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:worldgen_small_steam.png|thumb|250px|right|A standard small-sized world.]]&lt;br /&gt;
&lt;br /&gt;
To begin playing, you must first '''generate a world''' to play in. World generation can take a long time and may seem like a nuisance, but it is actually the heart of the game.  &lt;br /&gt;
&lt;br /&gt;
While you wait for the counter to finish, an entire fantasy world with unique geography, history, and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with a unique appearance and personality, live their lives, some of them calmly, while others go out and influence history. The world's complexity could rival the works of Tolkien himself. These [[World activities|activities continue]] even after world generation, as you play the game. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world simulator. [[Fortress mode|Fortress]] and [[adventurer mode|Adventurer]] modes allow you to influence a tiny part of that tale and write ([[Legends|or read]]) your own chapter; one chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
== Basic world generation menu ==&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiBasicWorldGenSteam.png&lt;br /&gt;
|classic=File:BasicWorldGen.png&lt;br /&gt;
|width=640px&lt;br /&gt;
|caption=World gen menu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this:&lt;br /&gt;
&lt;br /&gt;
=== World size ===&lt;br /&gt;
&amp;quot;This controls the size of the world map.&amp;quot;   Using basic world generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17×17 region tiles)&lt;br /&gt;
* Smaller (33×33)&lt;br /&gt;
* Small (65×65)&lt;br /&gt;
* Medium (129×129)&lt;br /&gt;
* Large (257×257)&lt;br /&gt;
&lt;br /&gt;
Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. Selecting bigger worlds will reduce the [[Frames per second|framerate]] (update speed) of the game in fortress mode, so selecting small or smaller worlds is recommended.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Forgotten beasts&lt;br /&gt;
| 12&lt;br /&gt;
| 27&lt;br /&gt;
| 75&lt;br /&gt;
| 243&lt;br /&gt;
| 867&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== History length ===&lt;br /&gt;
[[File:history_gen_steam.gif|thumb|right|278px|Animation of a pocket world's land and history being developed.]]&amp;quot;This is the (maximum) length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. A longer history allows more time for civilizations to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that [[megabeast]]s will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time gameplay begins.&lt;br /&gt;
&lt;br /&gt;
Note that history generation can be interrupted and the world saved far short of the selected history value. (Players might choose to do so if they are trying to reach a certain [[Calendar#Ages|age]], if they want to embark near a [[Tower (necromancy)|tower]], or if worldgen has slowed to a crawl, for instance). The actual length of history generation determines the details of the world; the history configuration setting only establishes a maximum year at which generation will stop automatically.&lt;br /&gt;
&lt;br /&gt;
Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers).  Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. The recommended values for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay.&lt;br /&gt;
&lt;br /&gt;
The youngest world possible to generate is 2 years old. This can be done through custom world-gen parameters. For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Number of civilizations ===&lt;br /&gt;
This controls the number of distinct civilizations that exist in a world.  Civilizations are [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s and [[Elf|elves]].  It should be noted that this refers to different kingdoms of the same races, where a smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world, but fewer civilizations will reduce history generation time, while larger numbers of civilizations would increase history generation time and make historical events happen much more often.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of civilizations is affected by the world size. At higher numbers (&amp;gt; 40) humans, kobolds and elves are more frequent than dwarves and goblins.&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 14&lt;br /&gt;
| 24&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 7&lt;br /&gt;
| 13&lt;br /&gt;
| 24&lt;br /&gt;
| 44&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of sites ===&lt;br /&gt;
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as [[town]]s, [[hamlet]]s, [[forest retreat]]s, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site. High site numbers increase the duration of history generation by a huge amount of time. With very low site numbers, only the civilization's home settlements may exist after a few years of history with a high probability of getting eradicated by some event. Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
The total amount of sites is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 4&lt;br /&gt;
| 17&lt;br /&gt;
| 66&lt;br /&gt;
| 260&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 13&lt;br /&gt;
| 51&lt;br /&gt;
| 198&lt;br /&gt;
| 780&lt;br /&gt;
| 1125&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 18&lt;br /&gt;
| 68&lt;br /&gt;
| 264&lt;br /&gt;
| 1040&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 27&lt;br /&gt;
| 102&lt;br /&gt;
| 396&lt;br /&gt;
| 1560&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 36&lt;br /&gt;
| 136&lt;br /&gt;
| 528&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of beasts ===&lt;br /&gt;
This controls the number of [[megabeast]]s, [[semi-megabeast]]s and [[titan]]s that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history, the more likely some of them will die. The number of beasts does not appear to impact how often your fortress will be attacked by beasts in [[fortress mode]]. In [[adventure mode]], it means it will be easier to find more megabeasts. If set very low, then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit. The total amount of beasts is affected by the selected world size:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 2 / 4 / 1&lt;br /&gt;
| 9 / 18 / 4&lt;br /&gt;
| 37 / 75 / 16&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 3 / 6 / 2&lt;br /&gt;
| 13 / 27 / 6&lt;br /&gt;
| 56 / 112 / 24&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 4 / 9 / 3&lt;br /&gt;
| 18 / 37 / 9&lt;br /&gt;
| 75 / 150 / 33&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 6 / 13 / 4&lt;br /&gt;
| 27 / 55 / 13&lt;br /&gt;
| 112 / 225 / 49&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 8 / 18 / 6&lt;br /&gt;
| 36 / 74 / 18&lt;br /&gt;
| 150 / 300 / 66&lt;br /&gt;
|}&lt;br /&gt;
*Read numbers as: Megabeasts // Semi-megabeasts // Titans&lt;br /&gt;
&lt;br /&gt;
=== Natural savagery ===&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[biome]]s in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark, and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Mineral occurrence ===&lt;br /&gt;
This is a rather important parameter for [[fortress mode]]. Sparse means that many areas will only have one or two types of metal ore, if any, which could be very annoying to people until the economy is fully (re)implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent. See [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]] for more details.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]] this can impact the types of metals that civilizations have access to, which can then in turn affect the types of items that are available in shops. Therefore, it may not be a bad idea to turn this up for worlds in which you plan to play [[adventure mode]] games.&lt;br /&gt;
&lt;br /&gt;
== The generation process ==&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:worldgen_anim_steam.gif]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be randomized in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
=== Rejections ===&lt;br /&gt;
{{main|World rejection}}&lt;br /&gt;
You may notice that during various phases of the world generation process, worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors, such as the number of mountain tiles, can't be determined ahead of time by the generation process. Instead, worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high-elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice, you don't need to worry about this for basic world generation, because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically, what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
=== Map generation ===&lt;br /&gt;
[[File:resources_worldgen_steam.png|thumb|320px|right|Location and resources section of the screen.]] First ''Dwarf Fortress'' generates the map topography. This process is generally much faster than history generation (unless you've specified parameters that lead to constant map rejections).&lt;br /&gt;
&lt;br /&gt;
In an interview{{cite|gamasutra|https://www.gamasutra.com/view/news/343859/}}, [[Main:Toady One|Toady One]] described map generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It allocates the memory for the map. Then it chooses what sort of pole (e.g. north, south) it is going to have (or respects the parameters fed by the player, throughout.) The basic map field values (elevation, rainfall, temperature, drainage, volcanism, wildness) are seeded along a grid of variable size, respecting various settings (oceans, island sizes, other variances, etc.), and then filled in fractally. The poles vary the temperature, and it selects some points for the highest peaks. Here it does a first pass to see how it is doing, and attempts to adjust some altitudes to fit the map within the desired parameters if it missed. The world can be rejected at this point if it is unfixable, and it tries again.&lt;br /&gt;
&lt;br /&gt;
:The first derived field, vegetation, is then set based on elevation, rainfall, temperature, etc., and it tests for [[biome]] rejections if the map's biomes don't satisfy the ranges set in the parameters. The mid-level elevations are smoothed at this point to make more plains areas, and volcanoes are placed respecting the hot spots in the volcanism field.&lt;br /&gt;
&lt;br /&gt;
:Then we enter the erosion and river stage. Small oceans are dried out, and it locates edges of mountain sides where it can run test rivers. It also places the camera on one of these so the player can watch the process. Many fake rivers flow downward from these points, carving channels in the elevation field if they can't find a path to the sea. Extreme elevations differences are often smoothed here so that everything isn't canyons. Ideally we'd use mineral types for that, but we don't yet. Lakes are grown out at several points along the rivers.&lt;br /&gt;
&lt;br /&gt;
:Elevations are smoothed again from the mountains down to the sea, and the peaks and volcanoes do some local adjustments. Now that the elevations are finalized, it makes adjustments to rainfall based on rain shadows and orographic precipitation. Temperatures are reset based on elevation and rainfall and the dampening effects of forests, and it uses the new values to set the vegetation level one final time. Salinity values are set for the ocean and tiles neighboring the ocean.&lt;br /&gt;
&lt;br /&gt;
:Now that everything has settled down, we can detect the limits of the final biome regions and give them names and their own identity. We also add the geological layers and the underground layers here, though the geological stuff should really be earlier, as previously mentioned. There's a final verification process against the parameters here, to make sure it hasn't drifted too far afield from what the player wanted. Once that's done, it generates the initial wildlife populations in each region, and sets some weather variables.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
After generating the world, ''Dwarf Fortress'' will generate a history for that world, tracking civilizations, sites, populations, and other events. This can take a ''very'' long time for large, heavily populated worlds with very long, 2,000-year histories. History generation can be interrupted and the world saved before reaching the maximum year selected on the configuration menu.&lt;br /&gt;
  &lt;br /&gt;
In an interview{{cite|gamasutra}}, [[Main:Toady One|Toady One]] described history generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;History itself can begin at this point. Civilizations and caves are placed. It's a bit complicated to go into what happens after that, but the basic idea is that there's a giant zero-player strategy game going on with somewhat loose turn rules and bad AI (but thousands of agents), and history is just a record of that. Procedurally generating stories by recording a log of a simulation is a valid enough approach, though it has drawbacks, of course. It's a lot of work, you need to do post-processing or investigation to find any good moments you'd like to highlight, and if you don't have enough dynamics and mechanisms, the output can be boring (in any number of ways.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Finishing ===&lt;br /&gt;
Once everything is complete, you can take a look around using the directional [[controls|keys]]. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone - check out the [[map legend]]. At this point you can either abort the process, or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something, you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
== Getting more advanced ==&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific, more extreme conditions - check out the documentation on [[advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* https://df-walkthrough.readthedocs.io/en/latest/tutorials/generating-a-world.html&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* World generation is where [[Main:Toady One|Toady]] invests most of his time, this is the [http://www.moma.org/collection/works/164920 piece of art] that makes ''Dwarf Fortress'' unique enough for the Museum of Modern Art in New York City.&lt;br /&gt;
* The maximum size of the world is comparable to that of the state of Minnesota.&lt;br /&gt;
* On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; &amp;lt;sup&amp;gt;[http://www.urbandictionary.com/define.php?term=86]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* It is universally known that the world is flat. Anyone who says otherwise has to be [[Unfortunate accident|treated with magma]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Names_and_symbols&amp;diff=292617</id>
		<title>Names and symbols</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Names_and_symbols&amp;diff=292617"/>
		<updated>2023-03-20T12:05:27Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
Many things generated by the game, such as [[site]]s, [[artifacts]], [[symbol of office|symbols of office]] and [[citizenship|citizens]] of a [[civilization]], are given individual names by the game. Along with also getting generated names, many [[Army|creature groups]] are also given references to individual symbols, in the form of descriptive text.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Unlike pre-defined content, such as most [[creature]] types, [[Stone|inorganic]] [[material]]s, and standard [[item]]s, much of the content generated by the game is also given a generated name of some form. These are generally chosen from a combination of sources. Depending on context, and the possible combinations, many will be unique within each newly generated world. Some examples of this include the individual names of: [[megabeast]]s and [[forgotten beast]]s, [[Names and symbols#Symbols|group symbols]], [[Legendary artifact|artifacts]], and [[Book|written content]].&lt;br /&gt;
&lt;br /&gt;
Probably the most obvious example is [[Name#Dwarven_first_names|dwarf names]]; although each main [[civilization]] has their own set of criteria for generating their [[Citizenship|citizens']] names.&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
&lt;br /&gt;
One of the features created during [[world generation]], or during [[World_activities|world activity]], that are also given generated names, are group symbols. These are assigned to various categories of individually simulated creatures and civilization [[army|groups]]. These symbols all have descriptions of images, with references taken from a comprehensive selection of concepts, entities, and items. Usually this includes how these subjects are interacting with each other, within the symbol description. &lt;br /&gt;
[[Image:Menu_embark_symbol_v50.07_03.png|600px|thumb|right|A particularly mundane, [[Names_and_symbols#Custom_symbols|custom group symbol]] description.]]&lt;br /&gt;
The references can vary from mundane and pre-determined, such as [[cheese]] and [[cat]]s, to other generated content, such as [[historical figure]]s and [[legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
Every [[fortress]] has a name. If you forget what that name is, in [[Dwarf fortress mode|fortress mode]], the name of your fortress is displayed in the top left corner of the game's [[interface]]. When starting a new fortress, or one is being generated, the game will assign that fortress a semi-random name automatically. These fortress names are often compounds of two dwarven [[Language#Vocabulary|words]]. If you choose to, you may craft a more elaborate fortress name than one chosen by the name generator. You can also can create a custom name for your expedition group, as well as a custom symbol. All of these can be referenced in the game, most commonly in the descriptions of images created as [[decoration]]s, in [[engraving]]s, and described in [[Books|other works]] of [[art]].&lt;br /&gt;
&lt;br /&gt;
=== Custom names ===&lt;br /&gt;
&lt;br /&gt;
Custom names have only a cosmetic effect on gameplay, but they allow a lot of variation and complexity. Most (all?){{verify}} opportunities to choose a custom name are offered when [[embark]]ing (and selecting [[Embark#Prepare Carefully|prepare carefully]]), in the [[fortress mode]] [[interface]] (when choosing a [[symbol of office]]), or after a citizen in a [[strange mood]] crafts an artifact.&lt;br /&gt;
[[Image:Menu_embark_customization-buttons_v50.07.png|300px|thumb|Embark menu custom name/symbol buttons]]&lt;br /&gt;
&lt;br /&gt;
==== Fortress and group ====&lt;br /&gt;
&lt;br /&gt;
When you reach the stage where you are deciding on your founders' [[skill]]s and starting items, select &amp;quot;Fortress Name&amp;quot; or &amp;quot;Group Name&amp;quot;, at the bottom of the screen, to choose your fortress or group name. You will be given a semi-random name automatically.&lt;br /&gt;
&lt;br /&gt;
Fortress and group names have this format: &lt;br /&gt;
&lt;br /&gt;
'''[Front][Rear] the [Adj 1] [Adj 2] [hyphen compound]-[&amp;quot;the&amp;quot; Noun] of [&amp;quot;of&amp;quot; noun]'''&lt;br /&gt;
&lt;br /&gt;
The front compound forms the first half of your fortress's name.  Choose from an [[Language#Vocabulary|extremely long list]] of words. Select clear, to clear a word selection &amp;amp;mdash;your fortress can have '''none''' of these words chosen (i.e. be a blank name) and still be accepted. At the top of the screen, you can search for a word (in English).&lt;br /&gt;
[[Image:Menu_embark_fortress-name_search_v50.07.png|300px|thumb|right|Searching for &amp;quot;war&amp;quot; for a custom fortress name]]&lt;br /&gt;
&lt;br /&gt;
The rear compound forms the second half of your fortress's name, which is combined with no spaces (&amp;quot;Foobar&amp;quot; instead of &amp;quot;Foo Bar&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Language#Adjectives|Adjectives]], at first glance, appear to do nothing, but they give up to two words after your compound word (above), separated by spaces, that are the adjectives to &amp;quot;The&amp;quot; ''X'' or &amp;quot;Of&amp;quot; ''X'' word choice (see below).&lt;br /&gt;
&lt;br /&gt;
The hyphen command adds a third word, joined by a hyphen, to your &amp;quot;The&amp;quot; ''X'' or &amp;quot;Of&amp;quot; ''X'' word:&lt;br /&gt;
&lt;br /&gt;
*Foobar the Great&lt;br /&gt;
*Foobar of Death&lt;br /&gt;
&lt;br /&gt;
With Adjectives and Hyphen compound:&lt;br /&gt;
*Foobar the Great Moral Thraal-Generals&lt;br /&gt;
*Foobar the Goblin-Chunks of Exploding&lt;br /&gt;
&lt;br /&gt;
With no front &amp;amp; rear compounds:&lt;br /&gt;
*The Great Deadly Foobar&lt;br /&gt;
*The Foobar of Foobars&lt;br /&gt;
*Of Foobars&lt;br /&gt;
&lt;br /&gt;
====Artifact and symbol====&lt;br /&gt;
&lt;br /&gt;
Though the chance to select symbol or artifact names occur in different menu screens than for a [[Names_and_symbols#Fortress and group|fortress or group name]], the options and processes involved in doing so, are practically identical when choosing custom artifact or symbol names ([[Names_and_symbols#Symbols|descriptive symbols]] ''or'' [[symbol of office|symbols of office]]).&lt;br /&gt;
&lt;br /&gt;
===Custom symbols===&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_embark_symbol_v50.07_02.png|100px|thumb|right|Custom group symbol options]]&lt;br /&gt;
&lt;br /&gt;
When [[embark]]ing, if you choose to [[Embark#Prepare Carefully|prepare carefully]], you will be given the option to customize your group symbol. The options for doing this are similar to choosing a custom name, but have the capacity to be even more elaborate and long-winded than even custom names allow; giving you choices for representing nearly all named entities in the game and deciding their relationship(s) to each other.&lt;br /&gt;
&lt;br /&gt;
==== Action and relation list ====&lt;br /&gt;
{| class = &amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid #444466; padding:5px 15px;&amp;quot; | &amp;lt;span style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Possible actions or relationships&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | action&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | relation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is admiring Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being flayed&lt;br /&gt;
| X is being flayed by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being mutilated&lt;br /&gt;
| X is being mutilated by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being shot&lt;br /&gt;
| X is shooting Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being tortured&lt;br /&gt;
| X is torturing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is burning&lt;br /&gt;
| X is burning Y&lt;br /&gt;
|-&lt;br /&gt;
| X is contemplating&lt;br /&gt;
| X is contemplating Y&lt;br /&gt;
|-&lt;br /&gt;
| X is cooking&lt;br /&gt;
| X is cooking Y&lt;br /&gt;
|-&lt;br /&gt;
| X is cringing&lt;br /&gt;
|-&lt;br /&gt;
| X is dead&lt;br /&gt;
| X is devouring Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is embracing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is engraving&lt;br /&gt;
| X is engraving Y&lt;br /&gt;
|-&lt;br /&gt;
| X is falling&lt;br /&gt;
| X is fighting with Y&lt;br /&gt;
|-&lt;br /&gt;
| X is in a fetal position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is greeting Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is hanging from Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is hiding Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is impaled on Y&lt;br /&gt;
|-&lt;br /&gt;
| X is laboring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is laughing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is making a plaintive gesture&lt;br /&gt;
| X is massacring Y&lt;br /&gt;
|-&lt;br /&gt;
| X is making a submissive gesture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is melting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is praying&lt;br /&gt;
| X is praying to Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is prostrating itself before Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is raising Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is refusing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is screaming&lt;br /&gt;
| X is speaking with Y&lt;br /&gt;
|-&lt;br /&gt;
| X is smeared out into a spiral&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is striking a menacing pose&lt;br /&gt;
| X is striking down Y&lt;br /&gt;
|-&lt;br /&gt;
| X is striking a triumphant pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is suffering&lt;br /&gt;
| X is surrounded by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is traveling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is unnaturally contorted&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is weeping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is withering away&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks confused&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks dejected&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks offended&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks terrified&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Symbol&amp;quot; is arguably one of the most ambiguous words referenced by the game, having at least three meanings in reference to the interface and functions, and two for distinct in-universe concepts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Name]]&lt;br /&gt;
*[[Symbol]] disambiguation&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Language}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
{{Category|Symbol}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Fortress name]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Symbol_of_office&amp;diff=292616</id>
		<title>Symbol of office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Symbol_of_office&amp;diff=292616"/>
		<updated>2023-03-20T11:43:04Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_nobles-and-administrators_symbols_v50.07.png|300px|thumb|right|The symbol selection menu]]&lt;br /&gt;
&lt;br /&gt;
In the [[Noble|Nobles and administrators]] {{menu icon|n}}, by clicking on the crown+ icon next to a relevant position, available objects in your fortress can be made into a symbol of a [[noble|noble or administrative]] position. If multiple objects are assigned to a position or a [[Citizenship|citizen]] is assigned to more than one position with an assigned symbol, they will try and equip them all.&lt;br /&gt;
&lt;br /&gt;
When a new object is assigned as a symbol, unless it is already an [[artifact]] or [[named objects|named object]], you will have the opportunity to choose a [[Names_and_symbols#Custom names|custom name]] for the object or accept the default name generated by the game. As this also makes them a [[named objects|named object]], items that have been designated as a symbol of office will count as artifacts for [[stockpile]] storage quality settings, even if they are in fact lower quality. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Symbols (menu)]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Symbol}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292615</id>
		<title>Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292615"/>
		<updated>2023-03-20T11:39:29Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Name basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
'''Names''' are what individual creatures are known by. Creatures in [[civilization]]s that can speak are given names upon birth; most other creatures must be given names by such a civilization. Any creature that receives a name becomes a [[historical figure]], which means the game will keep track of it as it loads (and offloads) the world.&lt;br /&gt;
&lt;br /&gt;
== Name basics ==&lt;br /&gt;
&lt;br /&gt;
Every member of a civilization has at least two names: a first name and a last name, which are given at birth, and are quite random. Unlike most real names, neither name is inherited from the parents.&lt;br /&gt;
&lt;br /&gt;
The first name typically is a single word of the civilization's [[language]]. It appears that first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name.&lt;br /&gt;
&lt;br /&gt;
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, but not the working animals of traders.  &lt;br /&gt;
&lt;br /&gt;
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[Creature_token#UTTERANCES|utterances]] will likewise have untranslatable names that appear to be gibberish.&lt;br /&gt;
&lt;br /&gt;
== Dwarven first names ==&lt;br /&gt;
&lt;br /&gt;
Dwarven first names come from a combination of symbol sets as defined in the [[raw file]]s [[entity_default.txt]] and [[Language#language_SYM.txt|language_SYM.txt]].&lt;br /&gt;
:175 Dwarf names = (ARTIFICE ∪ [[Language SYM.txt/Earth|EARTH]]) \ (DOMESTIC ∪ SUBORDINATE ∪ FLOWERY ∪ NEGATOR ∪ NEGATIVE ∪ UGLY ∪ EVIL)&lt;br /&gt;
First names also need to have [THE_NOUN_SING] in their language_words.txt entry. This filters out an additional 10, leaving a total of 165 valid names.{{cite forum|172960.0}}{{verify}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Dwarven First Names&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Literal English Translation&lt;br /&gt;
|-&lt;br /&gt;
| Aban || Construct&lt;br /&gt;
|-&lt;br /&gt;
| Adil || Wall&lt;br /&gt;
|-&lt;br /&gt;
| Alåth || Bolt&lt;br /&gt;
|-&lt;br /&gt;
| Amost || Town&lt;br /&gt;
|-&lt;br /&gt;
| Asmel || Merchant&lt;br /&gt;
|-&lt;br /&gt;
| Asob || Board&lt;br /&gt;
|-&lt;br /&gt;
| Ast || Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Astesh || Cudgel&lt;br /&gt;
|-&lt;br /&gt;
| Asën || Gravel&lt;br /&gt;
|-&lt;br /&gt;
| Athel || Ring&lt;br /&gt;
|-&lt;br /&gt;
| Atír || Dye&lt;br /&gt;
|-&lt;br /&gt;
| Atîs || Stake&lt;br /&gt;
|-&lt;br /&gt;
| Avuz || Mine&lt;br /&gt;
|-&lt;br /&gt;
| Ber || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Besmar || Pulley&lt;br /&gt;
|-&lt;br /&gt;
| Bim || Sling&lt;br /&gt;
|-&lt;br /&gt;
| Bomrek || Whip&lt;br /&gt;
|-&lt;br /&gt;
| Bëmbul || Mechanism&lt;br /&gt;
|-&lt;br /&gt;
| Catten || Channel&lt;br /&gt;
|-&lt;br /&gt;
| Cerol || Lens&lt;br /&gt;
|-&lt;br /&gt;
| Cilob || Roof&lt;br /&gt;
|-&lt;br /&gt;
| Cog || Boot&lt;br /&gt;
|-&lt;br /&gt;
| Dakost || Floor&lt;br /&gt;
|-&lt;br /&gt;
| Dastot || Sword&lt;br /&gt;
|-&lt;br /&gt;
| Datan || Iron&lt;br /&gt;
|-&lt;br /&gt;
| Deduk || Manor&lt;br /&gt;
|-&lt;br /&gt;
| Degël || Galley&lt;br /&gt;
|-&lt;br /&gt;
| Deler || Steel&lt;br /&gt;
|-&lt;br /&gt;
| Dodók || Clasp&lt;br /&gt;
|-&lt;br /&gt;
| Domas || Guild&lt;br /&gt;
|-&lt;br /&gt;
| Doren || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Ducim || Work&lt;br /&gt;
|-&lt;br /&gt;
| Dumat || Roughness&lt;br /&gt;
|-&lt;br /&gt;
| Dumed || Fortification&lt;br /&gt;
|-&lt;br /&gt;
| Dîshmab || Rampart&lt;br /&gt;
|-&lt;br /&gt;
| Dôbar || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Edzul || Vestibule&lt;br /&gt;
|-&lt;br /&gt;
| Edëm || Key&lt;br /&gt;
|-&lt;br /&gt;
| Endok || Attic&lt;br /&gt;
|-&lt;br /&gt;
| Eral || Vessel&lt;br /&gt;
|-&lt;br /&gt;
| Erib || Gorge&lt;br /&gt;
|-&lt;br /&gt;
| Erush || Handle&lt;br /&gt;
|-&lt;br /&gt;
| Eshtân || Smith&lt;br /&gt;
|-&lt;br /&gt;
| Etur || Boulder&lt;br /&gt;
|-&lt;br /&gt;
| Fath || Sack&lt;br /&gt;
|-&lt;br /&gt;
| Feb || Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Fikod || Glaze&lt;br /&gt;
|-&lt;br /&gt;
| Geshud || Fortress&lt;br /&gt;
|-&lt;br /&gt;
| Goden || Rope&lt;br /&gt;
|-&lt;br /&gt;
| Id || Rock&lt;br /&gt;
|-&lt;br /&gt;
| Iden || Paddle&lt;br /&gt;
|-&lt;br /&gt;
| Ilral || Treaty&lt;br /&gt;
|-&lt;br /&gt;
| Imush || Dike&lt;br /&gt;
|-&lt;br /&gt;
| Ineth || City&lt;br /&gt;
|-&lt;br /&gt;
| Ingish || Bodice&lt;br /&gt;
|-&lt;br /&gt;
| Inod || Gate&lt;br /&gt;
|-&lt;br /&gt;
| Kadol || Hatchet&lt;br /&gt;
|-&lt;br /&gt;
| Kadôl || Gem&lt;br /&gt;
|-&lt;br /&gt;
| Kel || Metal&lt;br /&gt;
|-&lt;br /&gt;
| Kib || Net&lt;br /&gt;
|-&lt;br /&gt;
| Kikrost || Stockade&lt;br /&gt;
|-&lt;br /&gt;
| Kivish || Lancer&lt;br /&gt;
|-&lt;br /&gt;
| Kogan || Boat&lt;br /&gt;
|-&lt;br /&gt;
| Kogsak || Palisade&lt;br /&gt;
|-&lt;br /&gt;
| Kol || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| Kosoth || Palace&lt;br /&gt;
|-&lt;br /&gt;
| Kulet || Abbey&lt;br /&gt;
|-&lt;br /&gt;
| Kumil || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Kûbuk || Lance&lt;br /&gt;
|-&lt;br /&gt;
| Led || Rack&lt;br /&gt;
|-&lt;br /&gt;
| Libash || Axe&lt;br /&gt;
|-&lt;br /&gt;
| Likot || Ink&lt;br /&gt;
|-&lt;br /&gt;
| Limul || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Litast || Torch&lt;br /&gt;
|-&lt;br /&gt;
| Logem || Paint&lt;br /&gt;
|-&lt;br /&gt;
| Lokum || Spear&lt;br /&gt;
|-&lt;br /&gt;
| Lolor || Letter&lt;br /&gt;
|-&lt;br /&gt;
| Lorbam || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lòr || Tool&lt;br /&gt;
|-&lt;br /&gt;
| Mafol || Chamber&lt;br /&gt;
|-&lt;br /&gt;
| Mebzuth || Oar&lt;br /&gt;
|-&lt;br /&gt;
| Medtob || Blockade&lt;br /&gt;
|-&lt;br /&gt;
| Melbil || Tome&lt;br /&gt;
|-&lt;br /&gt;
| Meng || Lash&lt;br /&gt;
|-&lt;br /&gt;
| Mestthos || Citadel&lt;br /&gt;
|-&lt;br /&gt;
| Minkot || Corridor&lt;br /&gt;
|-&lt;br /&gt;
| Mistêm || Portal&lt;br /&gt;
|-&lt;br /&gt;
| Moldath || Avalanche&lt;br /&gt;
|-&lt;br /&gt;
| Momuz || Crypt&lt;br /&gt;
|-&lt;br /&gt;
| Monom || Paper&lt;br /&gt;
|-&lt;br /&gt;
| Mosus || Room&lt;br /&gt;
|-&lt;br /&gt;
| Mörul || Page&lt;br /&gt;
|-&lt;br /&gt;
| Mûthkat || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Nil || Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Nish || Trade&lt;br /&gt;
|-&lt;br /&gt;
| Nomal || Staff&lt;br /&gt;
|-&lt;br /&gt;
| Obok || Pillar&lt;br /&gt;
|-&lt;br /&gt;
| Oddom || Cloister&lt;br /&gt;
|-&lt;br /&gt;
| Olin || Tongs&lt;br /&gt;
|-&lt;br /&gt;
| Olon || Gear&lt;br /&gt;
|-&lt;br /&gt;
| Onget || Turquoise&lt;br /&gt;
|-&lt;br /&gt;
| Onol || Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Rakust || Tomb&lt;br /&gt;
|-&lt;br /&gt;
| Ral || Silver&lt;br /&gt;
|-&lt;br /&gt;
| Reg || Glove&lt;br /&gt;
|-&lt;br /&gt;
| Rigòth || Craft&lt;br /&gt;
|-&lt;br /&gt;
| Rimtar || Castle&lt;br /&gt;
|-&lt;br /&gt;
| Rith || Bell&lt;br /&gt;
|-&lt;br /&gt;
| Rovod || Arch&lt;br /&gt;
|-&lt;br /&gt;
| Rîsen || Coal&lt;br /&gt;
|-&lt;br /&gt;
| Sarvesh || Furnace&lt;br /&gt;
|-&lt;br /&gt;
| Sazir || Bridge&lt;br /&gt;
|-&lt;br /&gt;
| Shem || Plank&lt;br /&gt;
|-&lt;br /&gt;
| Shorast || Wire&lt;br /&gt;
|-&lt;br /&gt;
| Sibrek || Salve&lt;br /&gt;
|-&lt;br /&gt;
| Sigun || Tour&lt;br /&gt;
|-&lt;br /&gt;
| Sodel || Shield&lt;br /&gt;
|-&lt;br /&gt;
| Solon || Flag&lt;br /&gt;
|-&lt;br /&gt;
| Stinthäd || Theater&lt;br /&gt;
|-&lt;br /&gt;
| Stodir || Volcano&lt;br /&gt;
|-&lt;br /&gt;
| Stukos || Razor&lt;br /&gt;
|-&lt;br /&gt;
| Stâkud || Machine&lt;br /&gt;
|-&lt;br /&gt;
| Såkzul || Trumpet&lt;br /&gt;
|-&lt;br /&gt;
| Tekkud || Pick&lt;br /&gt;
|-&lt;br /&gt;
| Thob || Girder&lt;br /&gt;
|-&lt;br /&gt;
| Tholtig || Barricade&lt;br /&gt;
|-&lt;br /&gt;
| Thîkut || Book&lt;br /&gt;
|-&lt;br /&gt;
| Tirist || Rim&lt;br /&gt;
|-&lt;br /&gt;
| Tobul || Canyon&lt;br /&gt;
|-&lt;br /&gt;
| Tosid || Armor&lt;br /&gt;
|-&lt;br /&gt;
| Tulon || Road&lt;br /&gt;
|-&lt;br /&gt;
| Tun || Door&lt;br /&gt;
|-&lt;br /&gt;
| Ubbul || Vault&lt;br /&gt;
|-&lt;br /&gt;
| Udib || Syrup&lt;br /&gt;
|-&lt;br /&gt;
| Udil || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| Unib || Rag&lt;br /&gt;
|-&lt;br /&gt;
| Urdim || Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Urist]] || Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Urvad || Seal (art)&lt;br /&gt;
|-&lt;br /&gt;
| Ushat || Basement&lt;br /&gt;
|-&lt;br /&gt;
| Ustuth || Fence&lt;br /&gt;
|-&lt;br /&gt;
| Uvash || Arena&lt;br /&gt;
|-&lt;br /&gt;
| Uzol || Oil&lt;br /&gt;
|-&lt;br /&gt;
| Vabôk || Orb&lt;br /&gt;
|-&lt;br /&gt;
| Vucar || Urn&lt;br /&gt;
|-&lt;br /&gt;
| Vutok || Figure&lt;br /&gt;
|-&lt;br /&gt;
| Zan || Artifact&lt;br /&gt;
|-&lt;br /&gt;
| Zaneg || Relic&lt;br /&gt;
|-&lt;br /&gt;
| Zas || Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Zasit || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Zefon || Fountain&lt;br /&gt;
|-&lt;br /&gt;
| Zon || Helm&lt;br /&gt;
|-&lt;br /&gt;
| Zuglar || Ship&lt;br /&gt;
|-&lt;br /&gt;
| Zulban || Banner&lt;br /&gt;
|-&lt;br /&gt;
| Zuntîr || Anvil&lt;br /&gt;
|-&lt;br /&gt;
| Zutthan || Treasury&lt;br /&gt;
|-&lt;br /&gt;
| Äs || Cave&lt;br /&gt;
|-&lt;br /&gt;
| Åblel || Bust&lt;br /&gt;
|-&lt;br /&gt;
| Èrith || Labor&lt;br /&gt;
|-&lt;br /&gt;
| Èzum || Hame&lt;br /&gt;
|-&lt;br /&gt;
| Îton || Hall&lt;br /&gt;
|-&lt;br /&gt;
| Ïngiz || Ceiling&lt;br /&gt;
|-&lt;br /&gt;
| Ïteb || Post&lt;br /&gt;
|-&lt;br /&gt;
| Ònul || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| Ùshrir || Quake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epithets ==&lt;br /&gt;
&lt;br /&gt;
When a creature scores five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish, such as &amp;quot;the Hardy Ring-Cobra of Dashing&amp;quot;. On occasion, the epithet can be [[Main:Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.&lt;br /&gt;
&lt;br /&gt;
== Animal and megabeast names ==&lt;br /&gt;
&lt;br /&gt;
Animals who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the civilization that named it, though the relationship is not always straightforward--a wild [[crundle]] that kills an elven-named forgotten beast at a dwarven site may receive an elven name, for instance. Most animals who acquire a name in [[world generation]] do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[fortress mode]] by killing your dwarves, invaders, or uninvited guests, or in [[adventurer mode]] by killing your adventurers or members of their parties.&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s acquire names in an unusual fashion - all megabeasts have at least one name and typically more, up to four. Unlike other creatures, megabeasts (obviously) do not have a parent civilization, and instead appear to gain their original names from the first civilization they have contact with. In most cases, they gain epithets from conflict with others  - ergo, megabeasts with only one or two names have likely led uneventful lives.&lt;br /&gt;
&lt;br /&gt;
== Other names/false identities ==&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names; additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, and [[40d:underground river|underground rivers]] and [[40d:underground pool|pools]]. However, any creature that can speak, such as a [[snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky - some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf (*) to receive a name, or the naming may occur randomly.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.&lt;br /&gt;
&lt;br /&gt;
Some creatures assume false identities, usually for nefarious purposes - currently, these are [[agent]]s and [[vampire]]s. They usually can't be confronted in fortress mode, but when they die, their actual name will be displayed in the unit list. In adventure mode, if you correctly call out a vampire, they will reveal their identity. You may also assume multiple false identities yourself, if you wish to game the [[rumor]] system. In Legends mode, all [[historical figure]]s are displayed under their real names.&lt;br /&gt;
Interrogation can also reveal any false names the target knows, either their own or those of other members of organisations they're a part of.&lt;br /&gt;
&lt;br /&gt;
(*)  ''elf, human''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
** [[Names_and_symbols|Names and symbols]]&lt;br /&gt;
** [[Civilization]]&lt;br /&gt;
** [[Language token]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kab&lt;br /&gt;
| elvish  = sofi&lt;br /&gt;
| goblin  = osnuk&lt;br /&gt;
| human   = ucim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Name]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292614</id>
		<title>Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292614"/>
		<updated>2023-03-20T11:35:14Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Added &amp;quot;old&amp;quot; and &amp;quot;migrated section&amp;quot; tags. Downgraded to quality:fine for now as a result.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
'''Names''' are what individual creatures are known by. Creatures in [[civilization]]s that can speak are given names upon birth; most other creatures must be given names by such a civilization. Any creature that receives a name becomes a [[historical figure]], which means the game will keep track of it as it loads (and offloads) the world.&lt;br /&gt;
&lt;br /&gt;
== Name basics ==&lt;br /&gt;
&lt;br /&gt;
Every member of a civilization has at least two names: a first name and a last name, which are given at birth, and are quite random. Unlike most real names, neither name is inherited from the parents.&lt;br /&gt;
&lt;br /&gt;
The first name typically is a single word of the civilization's [[language]]. It appears that first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name.&lt;br /&gt;
&lt;br /&gt;
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, but not the working animals of traders.  &lt;br /&gt;
&lt;br /&gt;
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[DF2014:Creature_token#UTTERANCES|utterances]] will likewise have untranslatable names that appear to be gibberish.&lt;br /&gt;
&lt;br /&gt;
== Dwarven first names ==&lt;br /&gt;
&lt;br /&gt;
Dwarven first names come from a combination of symbol sets as defined in the [[raw file]]s [[entity_default.txt]] and [[Language#language_SYM.txt|language_SYM.txt]].&lt;br /&gt;
:175 Dwarf names = (ARTIFICE ∪ [[Language SYM.txt/Earth|EARTH]]) \ (DOMESTIC ∪ SUBORDINATE ∪ FLOWERY ∪ NEGATOR ∪ NEGATIVE ∪ UGLY ∪ EVIL)&lt;br /&gt;
First names also need to have [THE_NOUN_SING] in their language_words.txt entry. This filters out an additional 10, leaving a total of 165 valid names.{{cite forum|172960.0}}{{verify}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Dwarven First Names&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Literal English Translation&lt;br /&gt;
|-&lt;br /&gt;
| Aban || Construct&lt;br /&gt;
|-&lt;br /&gt;
| Adil || Wall&lt;br /&gt;
|-&lt;br /&gt;
| Alåth || Bolt&lt;br /&gt;
|-&lt;br /&gt;
| Amost || Town&lt;br /&gt;
|-&lt;br /&gt;
| Asmel || Merchant&lt;br /&gt;
|-&lt;br /&gt;
| Asob || Board&lt;br /&gt;
|-&lt;br /&gt;
| Ast || Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Astesh || Cudgel&lt;br /&gt;
|-&lt;br /&gt;
| Asën || Gravel&lt;br /&gt;
|-&lt;br /&gt;
| Athel || Ring&lt;br /&gt;
|-&lt;br /&gt;
| Atír || Dye&lt;br /&gt;
|-&lt;br /&gt;
| Atîs || Stake&lt;br /&gt;
|-&lt;br /&gt;
| Avuz || Mine&lt;br /&gt;
|-&lt;br /&gt;
| Ber || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Besmar || Pulley&lt;br /&gt;
|-&lt;br /&gt;
| Bim || Sling&lt;br /&gt;
|-&lt;br /&gt;
| Bomrek || Whip&lt;br /&gt;
|-&lt;br /&gt;
| Bëmbul || Mechanism&lt;br /&gt;
|-&lt;br /&gt;
| Catten || Channel&lt;br /&gt;
|-&lt;br /&gt;
| Cerol || Lens&lt;br /&gt;
|-&lt;br /&gt;
| Cilob || Roof&lt;br /&gt;
|-&lt;br /&gt;
| Cog || Boot&lt;br /&gt;
|-&lt;br /&gt;
| Dakost || Floor&lt;br /&gt;
|-&lt;br /&gt;
| Dastot || Sword&lt;br /&gt;
|-&lt;br /&gt;
| Datan || Iron&lt;br /&gt;
|-&lt;br /&gt;
| Deduk || Manor&lt;br /&gt;
|-&lt;br /&gt;
| Degël || Galley&lt;br /&gt;
|-&lt;br /&gt;
| Deler || Steel&lt;br /&gt;
|-&lt;br /&gt;
| Dodók || Clasp&lt;br /&gt;
|-&lt;br /&gt;
| Domas || Guild&lt;br /&gt;
|-&lt;br /&gt;
| Doren || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Ducim || Work&lt;br /&gt;
|-&lt;br /&gt;
| Dumat || Roughness&lt;br /&gt;
|-&lt;br /&gt;
| Dumed || Fortification&lt;br /&gt;
|-&lt;br /&gt;
| Dîshmab || Rampart&lt;br /&gt;
|-&lt;br /&gt;
| Dôbar || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Edzul || Vestibule&lt;br /&gt;
|-&lt;br /&gt;
| Edëm || Key&lt;br /&gt;
|-&lt;br /&gt;
| Endok || Attic&lt;br /&gt;
|-&lt;br /&gt;
| Eral || Vessel&lt;br /&gt;
|-&lt;br /&gt;
| Erib || Gorge&lt;br /&gt;
|-&lt;br /&gt;
| Erush || Handle&lt;br /&gt;
|-&lt;br /&gt;
| Eshtân || Smith&lt;br /&gt;
|-&lt;br /&gt;
| Etur || Boulder&lt;br /&gt;
|-&lt;br /&gt;
| Fath || Sack&lt;br /&gt;
|-&lt;br /&gt;
| Feb || Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Fikod || Glaze&lt;br /&gt;
|-&lt;br /&gt;
| Geshud || Fortress&lt;br /&gt;
|-&lt;br /&gt;
| Goden || Rope&lt;br /&gt;
|-&lt;br /&gt;
| Id || Rock&lt;br /&gt;
|-&lt;br /&gt;
| Iden || Paddle&lt;br /&gt;
|-&lt;br /&gt;
| Ilral || Treaty&lt;br /&gt;
|-&lt;br /&gt;
| Imush || Dike&lt;br /&gt;
|-&lt;br /&gt;
| Ineth || City&lt;br /&gt;
|-&lt;br /&gt;
| Ingish || Bodice&lt;br /&gt;
|-&lt;br /&gt;
| Inod || Gate&lt;br /&gt;
|-&lt;br /&gt;
| Kadol || Hatchet&lt;br /&gt;
|-&lt;br /&gt;
| Kadôl || Gem&lt;br /&gt;
|-&lt;br /&gt;
| Kel || Metal&lt;br /&gt;
|-&lt;br /&gt;
| Kib || Net&lt;br /&gt;
|-&lt;br /&gt;
| Kikrost || Stockade&lt;br /&gt;
|-&lt;br /&gt;
| Kivish || Lancer&lt;br /&gt;
|-&lt;br /&gt;
| Kogan || Boat&lt;br /&gt;
|-&lt;br /&gt;
| Kogsak || Palisade&lt;br /&gt;
|-&lt;br /&gt;
| Kol || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| Kosoth || Palace&lt;br /&gt;
|-&lt;br /&gt;
| Kulet || Abbey&lt;br /&gt;
|-&lt;br /&gt;
| Kumil || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Kûbuk || Lance&lt;br /&gt;
|-&lt;br /&gt;
| Led || Rack&lt;br /&gt;
|-&lt;br /&gt;
| Libash || Axe&lt;br /&gt;
|-&lt;br /&gt;
| Likot || Ink&lt;br /&gt;
|-&lt;br /&gt;
| Limul || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Litast || Torch&lt;br /&gt;
|-&lt;br /&gt;
| Logem || Paint&lt;br /&gt;
|-&lt;br /&gt;
| Lokum || Spear&lt;br /&gt;
|-&lt;br /&gt;
| Lolor || Letter&lt;br /&gt;
|-&lt;br /&gt;
| Lorbam || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lòr || Tool&lt;br /&gt;
|-&lt;br /&gt;
| Mafol || Chamber&lt;br /&gt;
|-&lt;br /&gt;
| Mebzuth || Oar&lt;br /&gt;
|-&lt;br /&gt;
| Medtob || Blockade&lt;br /&gt;
|-&lt;br /&gt;
| Melbil || Tome&lt;br /&gt;
|-&lt;br /&gt;
| Meng || Lash&lt;br /&gt;
|-&lt;br /&gt;
| Mestthos || Citadel&lt;br /&gt;
|-&lt;br /&gt;
| Minkot || Corridor&lt;br /&gt;
|-&lt;br /&gt;
| Mistêm || Portal&lt;br /&gt;
|-&lt;br /&gt;
| Moldath || Avalanche&lt;br /&gt;
|-&lt;br /&gt;
| Momuz || Crypt&lt;br /&gt;
|-&lt;br /&gt;
| Monom || Paper&lt;br /&gt;
|-&lt;br /&gt;
| Mosus || Room&lt;br /&gt;
|-&lt;br /&gt;
| Mörul || Page&lt;br /&gt;
|-&lt;br /&gt;
| Mûthkat || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Nil || Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Nish || Trade&lt;br /&gt;
|-&lt;br /&gt;
| Nomal || Staff&lt;br /&gt;
|-&lt;br /&gt;
| Obok || Pillar&lt;br /&gt;
|-&lt;br /&gt;
| Oddom || Cloister&lt;br /&gt;
|-&lt;br /&gt;
| Olin || Tongs&lt;br /&gt;
|-&lt;br /&gt;
| Olon || Gear&lt;br /&gt;
|-&lt;br /&gt;
| Onget || Turquoise&lt;br /&gt;
|-&lt;br /&gt;
| Onol || Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Rakust || Tomb&lt;br /&gt;
|-&lt;br /&gt;
| Ral || Silver&lt;br /&gt;
|-&lt;br /&gt;
| Reg || Glove&lt;br /&gt;
|-&lt;br /&gt;
| Rigòth || Craft&lt;br /&gt;
|-&lt;br /&gt;
| Rimtar || Castle&lt;br /&gt;
|-&lt;br /&gt;
| Rith || Bell&lt;br /&gt;
|-&lt;br /&gt;
| Rovod || Arch&lt;br /&gt;
|-&lt;br /&gt;
| Rîsen || Coal&lt;br /&gt;
|-&lt;br /&gt;
| Sarvesh || Furnace&lt;br /&gt;
|-&lt;br /&gt;
| Sazir || Bridge&lt;br /&gt;
|-&lt;br /&gt;
| Shem || Plank&lt;br /&gt;
|-&lt;br /&gt;
| Shorast || Wire&lt;br /&gt;
|-&lt;br /&gt;
| Sibrek || Salve&lt;br /&gt;
|-&lt;br /&gt;
| Sigun || Tour&lt;br /&gt;
|-&lt;br /&gt;
| Sodel || Shield&lt;br /&gt;
|-&lt;br /&gt;
| Solon || Flag&lt;br /&gt;
|-&lt;br /&gt;
| Stinthäd || Theater&lt;br /&gt;
|-&lt;br /&gt;
| Stodir || Volcano&lt;br /&gt;
|-&lt;br /&gt;
| Stukos || Razor&lt;br /&gt;
|-&lt;br /&gt;
| Stâkud || Machine&lt;br /&gt;
|-&lt;br /&gt;
| Såkzul || Trumpet&lt;br /&gt;
|-&lt;br /&gt;
| Tekkud || Pick&lt;br /&gt;
|-&lt;br /&gt;
| Thob || Girder&lt;br /&gt;
|-&lt;br /&gt;
| Tholtig || Barricade&lt;br /&gt;
|-&lt;br /&gt;
| Thîkut || Book&lt;br /&gt;
|-&lt;br /&gt;
| Tirist || Rim&lt;br /&gt;
|-&lt;br /&gt;
| Tobul || Canyon&lt;br /&gt;
|-&lt;br /&gt;
| Tosid || Armor&lt;br /&gt;
|-&lt;br /&gt;
| Tulon || Road&lt;br /&gt;
|-&lt;br /&gt;
| Tun || Door&lt;br /&gt;
|-&lt;br /&gt;
| Ubbul || Vault&lt;br /&gt;
|-&lt;br /&gt;
| Udib || Syrup&lt;br /&gt;
|-&lt;br /&gt;
| Udil || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| Unib || Rag&lt;br /&gt;
|-&lt;br /&gt;
| Urdim || Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Urist]] || Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Urvad || Seal (art)&lt;br /&gt;
|-&lt;br /&gt;
| Ushat || Basement&lt;br /&gt;
|-&lt;br /&gt;
| Ustuth || Fence&lt;br /&gt;
|-&lt;br /&gt;
| Uvash || Arena&lt;br /&gt;
|-&lt;br /&gt;
| Uzol || Oil&lt;br /&gt;
|-&lt;br /&gt;
| Vabôk || Orb&lt;br /&gt;
|-&lt;br /&gt;
| Vucar || Urn&lt;br /&gt;
|-&lt;br /&gt;
| Vutok || Figure&lt;br /&gt;
|-&lt;br /&gt;
| Zan || Artifact&lt;br /&gt;
|-&lt;br /&gt;
| Zaneg || Relic&lt;br /&gt;
|-&lt;br /&gt;
| Zas || Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Zasit || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Zefon || Fountain&lt;br /&gt;
|-&lt;br /&gt;
| Zon || Helm&lt;br /&gt;
|-&lt;br /&gt;
| Zuglar || Ship&lt;br /&gt;
|-&lt;br /&gt;
| Zulban || Banner&lt;br /&gt;
|-&lt;br /&gt;
| Zuntîr || Anvil&lt;br /&gt;
|-&lt;br /&gt;
| Zutthan || Treasury&lt;br /&gt;
|-&lt;br /&gt;
| Äs || Cave&lt;br /&gt;
|-&lt;br /&gt;
| Åblel || Bust&lt;br /&gt;
|-&lt;br /&gt;
| Èrith || Labor&lt;br /&gt;
|-&lt;br /&gt;
| Èzum || Hame&lt;br /&gt;
|-&lt;br /&gt;
| Îton || Hall&lt;br /&gt;
|-&lt;br /&gt;
| Ïngiz || Ceiling&lt;br /&gt;
|-&lt;br /&gt;
| Ïteb || Post&lt;br /&gt;
|-&lt;br /&gt;
| Ònul || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| Ùshrir || Quake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epithets ==&lt;br /&gt;
&lt;br /&gt;
When a creature scores five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish, such as &amp;quot;the Hardy Ring-Cobra of Dashing&amp;quot;. On occasion, the epithet can be [[Main:Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.&lt;br /&gt;
&lt;br /&gt;
== Animal and megabeast names ==&lt;br /&gt;
&lt;br /&gt;
Animals who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the civilization that named it, though the relationship is not always straightforward--a wild [[crundle]] that kills an elven-named forgotten beast at a dwarven site may receive an elven name, for instance. Most animals who acquire a name in [[world generation]] do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[fortress mode]] by killing your dwarves, invaders, or uninvited guests, or in [[adventurer mode]] by killing your adventurers or members of their parties.&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s acquire names in an unusual fashion - all megabeasts have at least one name and typically more, up to four. Unlike other creatures, megabeasts (obviously) do not have a parent civilization, and instead appear to gain their original names from the first civilization they have contact with. In most cases, they gain epithets from conflict with others  - ergo, megabeasts with only one or two names have likely led uneventful lives.&lt;br /&gt;
&lt;br /&gt;
== Other names/false identities ==&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names; additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, and [[40d:underground river|underground rivers]] and [[40d:underground pool|pools]]. However, any creature that can speak, such as a [[snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky - some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf (*) to receive a name, or the naming may occur randomly.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.&lt;br /&gt;
&lt;br /&gt;
Some creatures assume false identities, usually for nefarious purposes - currently, these are [[agent]]s and [[vampire]]s. They usually can't be confronted in fortress mode, but when they die, their actual name will be displayed in the unit list. In adventure mode, if you correctly call out a vampire, they will reveal their identity. You may also assume multiple false identities yourself, if you wish to game the [[rumor]] system. In Legends mode, all [[historical figure]]s are displayed under their real names.&lt;br /&gt;
Interrogation can also reveal any false names the target knows, either their own or those of other members of organisations they're a part of.&lt;br /&gt;
&lt;br /&gt;
(*)  ''elf, human''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
** [[Names_and_symbols|Names and symbols]]&lt;br /&gt;
** [[Civilization]]&lt;br /&gt;
** [[Language token]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kab&lt;br /&gt;
| elvish  = sofi&lt;br /&gt;
| goblin  = osnuk&lt;br /&gt;
| human   = ucim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Name]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Name&amp;diff=292613</id>
		<title>Talk:Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Name&amp;diff=292613"/>
		<updated>2023-03-20T11:25:34Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Note article's current comprehensiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Note on article's current comprehensiveness ==&lt;br /&gt;
&lt;br /&gt;
This is a very comprehensive and well written wiki page, however it is very narrow in focus. The first line is &amp;quot;Names are what individual creatures are known by.&amp;quot;. Whilst this is not a false statement, it is not a very inclusive or explanatory one. I think this page/terminology could do with the introduction of some nuance of meaning, as there are a lot of things in the game, that not only have names, but have both generated semi-unique names, and custom names that can be created by the player. Some examples are [[Fortress name]]s, and [[Symbols]] (which could describe two different named ''things'' in the game: [[symbol of office]] and [[Custom_names_and_symbols#Custom_symbols|&amp;quot;group&amp;quot; Symbols]]. There is a [[Dwarf_Fortress_Wiki:Centralized_Discussion/Changes_to_terminology|changes to terminology]] centralized discussion relating to this issue, but I thought I'd make a comment here, as this is such an obvious candidate for disambiguation.&lt;br /&gt;
--[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 13:59, 11 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just commenting to mention; I retroactively added a title above this original comment, for better structure (as I meant to in the first place) [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 15:08, 19 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== note on first and last names ==&lt;br /&gt;
&lt;br /&gt;
It looks like dwarf first names use only the pool of nouns in the symbol groups listed in entity_default.txt&lt;br /&gt;
&lt;br /&gt;
And last names use any words, but give weighted preference to those within the symbol group.&lt;br /&gt;
&lt;br /&gt;
A helpful discord user Fang X. offered this: ''&amp;quot;[SELECT_SYMBOL:...] is determining what words from their language the civilisation associates with different concepts. The first argument is the concept that it'll be associated with and the second argument is a &amp;quot;symbol&amp;quot; which is defined in the raws, it's a collection of words. The &amp;quot;NEW&amp;quot; symbol contains the words for blossom, dawn, egg, growth etc - so in this case you are making the MOUNTAIN entity (society) associate the concept REMAINING with the group of words for the symbol NEW.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
In the context of dwarf names, ''&amp;quot;the concept REMAINING,&amp;quot;'' works to dedupe the pool of names.&lt;br /&gt;
&lt;br /&gt;
[[User:Jerimee|Jerimee]] ([[User talk:Jerimee|talk]]) 22:09, 17 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's quite elucidating, except I am a bit unsure what you mean by &amp;quot;dedupe&amp;quot;. Could you clarify? Regardless, I think there's a wiki page on symbols, in this context, where the above might make for a useful clarification/example. Will update if I can remember where it was. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 14:30, 19 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
....A contraction of 'deduplicate' perhaps? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 14:48, 19 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292612</id>
		<title>Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292612"/>
		<updated>2023-03-20T11:25:07Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Dwarven first names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Names''' are what individual creatures are known by. Creatures in [[civilization]]s that can speak are given names upon birth; most other creatures must be given names by such a civilization. Any creature that receives a name becomes a [[historical figure]], which means the game will keep track of it as it loads (and offloads) the world.&lt;br /&gt;
&lt;br /&gt;
== Name basics ==&lt;br /&gt;
&lt;br /&gt;
Every member of a civilization has at least two names: a first name and a last name, which are given at birth, and are quite random. Unlike most real names, neither name is inherited from the parents.&lt;br /&gt;
&lt;br /&gt;
The first name typically is a single word of the civilization's [[language]]. It appears that first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name.&lt;br /&gt;
&lt;br /&gt;
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, but not the working animals of traders.  &lt;br /&gt;
&lt;br /&gt;
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[DF2014:Creature_token#UTTERANCES|utterances]] will likewise have untranslatable names that appear to be gibberish.&lt;br /&gt;
&lt;br /&gt;
== Dwarven first names ==&lt;br /&gt;
&lt;br /&gt;
Dwarven first names come from a combination of symbol sets as defined in the [[raw file]]s [[entity_default.txt]] and [[Language#language_SYM.txt|language_SYM.txt]].&lt;br /&gt;
:175 Dwarf names = (ARTIFICE ∪ [[Language SYM.txt/Earth|EARTH]]) \ (DOMESTIC ∪ SUBORDINATE ∪ FLOWERY ∪ NEGATOR ∪ NEGATIVE ∪ UGLY ∪ EVIL)&lt;br /&gt;
First names also need to have [THE_NOUN_SING] in their language_words.txt entry. This filters out an additional 10, leaving a total of 165 valid names.{{cite forum|172960.0}}{{verify}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Dwarven First Names&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Literal English Translation&lt;br /&gt;
|-&lt;br /&gt;
| Aban || Construct&lt;br /&gt;
|-&lt;br /&gt;
| Adil || Wall&lt;br /&gt;
|-&lt;br /&gt;
| Alåth || Bolt&lt;br /&gt;
|-&lt;br /&gt;
| Amost || Town&lt;br /&gt;
|-&lt;br /&gt;
| Asmel || Merchant&lt;br /&gt;
|-&lt;br /&gt;
| Asob || Board&lt;br /&gt;
|-&lt;br /&gt;
| Ast || Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Astesh || Cudgel&lt;br /&gt;
|-&lt;br /&gt;
| Asën || Gravel&lt;br /&gt;
|-&lt;br /&gt;
| Athel || Ring&lt;br /&gt;
|-&lt;br /&gt;
| Atír || Dye&lt;br /&gt;
|-&lt;br /&gt;
| Atîs || Stake&lt;br /&gt;
|-&lt;br /&gt;
| Avuz || Mine&lt;br /&gt;
|-&lt;br /&gt;
| Ber || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Besmar || Pulley&lt;br /&gt;
|-&lt;br /&gt;
| Bim || Sling&lt;br /&gt;
|-&lt;br /&gt;
| Bomrek || Whip&lt;br /&gt;
|-&lt;br /&gt;
| Bëmbul || Mechanism&lt;br /&gt;
|-&lt;br /&gt;
| Catten || Channel&lt;br /&gt;
|-&lt;br /&gt;
| Cerol || Lens&lt;br /&gt;
|-&lt;br /&gt;
| Cilob || Roof&lt;br /&gt;
|-&lt;br /&gt;
| Cog || Boot&lt;br /&gt;
|-&lt;br /&gt;
| Dakost || Floor&lt;br /&gt;
|-&lt;br /&gt;
| Dastot || Sword&lt;br /&gt;
|-&lt;br /&gt;
| Datan || Iron&lt;br /&gt;
|-&lt;br /&gt;
| Deduk || Manor&lt;br /&gt;
|-&lt;br /&gt;
| Degël || Galley&lt;br /&gt;
|-&lt;br /&gt;
| Deler || Steel&lt;br /&gt;
|-&lt;br /&gt;
| Dodók || Clasp&lt;br /&gt;
|-&lt;br /&gt;
| Domas || Guild&lt;br /&gt;
|-&lt;br /&gt;
| Doren || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Ducim || Work&lt;br /&gt;
|-&lt;br /&gt;
| Dumat || Roughness&lt;br /&gt;
|-&lt;br /&gt;
| Dumed || Fortification&lt;br /&gt;
|-&lt;br /&gt;
| Dîshmab || Rampart&lt;br /&gt;
|-&lt;br /&gt;
| Dôbar || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Edzul || Vestibule&lt;br /&gt;
|-&lt;br /&gt;
| Edëm || Key&lt;br /&gt;
|-&lt;br /&gt;
| Endok || Attic&lt;br /&gt;
|-&lt;br /&gt;
| Eral || Vessel&lt;br /&gt;
|-&lt;br /&gt;
| Erib || Gorge&lt;br /&gt;
|-&lt;br /&gt;
| Erush || Handle&lt;br /&gt;
|-&lt;br /&gt;
| Eshtân || Smith&lt;br /&gt;
|-&lt;br /&gt;
| Etur || Boulder&lt;br /&gt;
|-&lt;br /&gt;
| Fath || Sack&lt;br /&gt;
|-&lt;br /&gt;
| Feb || Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Fikod || Glaze&lt;br /&gt;
|-&lt;br /&gt;
| Geshud || Fortress&lt;br /&gt;
|-&lt;br /&gt;
| Goden || Rope&lt;br /&gt;
|-&lt;br /&gt;
| Id || Rock&lt;br /&gt;
|-&lt;br /&gt;
| Iden || Paddle&lt;br /&gt;
|-&lt;br /&gt;
| Ilral || Treaty&lt;br /&gt;
|-&lt;br /&gt;
| Imush || Dike&lt;br /&gt;
|-&lt;br /&gt;
| Ineth || City&lt;br /&gt;
|-&lt;br /&gt;
| Ingish || Bodice&lt;br /&gt;
|-&lt;br /&gt;
| Inod || Gate&lt;br /&gt;
|-&lt;br /&gt;
| Kadol || Hatchet&lt;br /&gt;
|-&lt;br /&gt;
| Kadôl || Gem&lt;br /&gt;
|-&lt;br /&gt;
| Kel || Metal&lt;br /&gt;
|-&lt;br /&gt;
| Kib || Net&lt;br /&gt;
|-&lt;br /&gt;
| Kikrost || Stockade&lt;br /&gt;
|-&lt;br /&gt;
| Kivish || Lancer&lt;br /&gt;
|-&lt;br /&gt;
| Kogan || Boat&lt;br /&gt;
|-&lt;br /&gt;
| Kogsak || Palisade&lt;br /&gt;
|-&lt;br /&gt;
| Kol || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| Kosoth || Palace&lt;br /&gt;
|-&lt;br /&gt;
| Kulet || Abbey&lt;br /&gt;
|-&lt;br /&gt;
| Kumil || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Kûbuk || Lance&lt;br /&gt;
|-&lt;br /&gt;
| Led || Rack&lt;br /&gt;
|-&lt;br /&gt;
| Libash || Axe&lt;br /&gt;
|-&lt;br /&gt;
| Likot || Ink&lt;br /&gt;
|-&lt;br /&gt;
| Limul || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Litast || Torch&lt;br /&gt;
|-&lt;br /&gt;
| Logem || Paint&lt;br /&gt;
|-&lt;br /&gt;
| Lokum || Spear&lt;br /&gt;
|-&lt;br /&gt;
| Lolor || Letter&lt;br /&gt;
|-&lt;br /&gt;
| Lorbam || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lòr || Tool&lt;br /&gt;
|-&lt;br /&gt;
| Mafol || Chamber&lt;br /&gt;
|-&lt;br /&gt;
| Mebzuth || Oar&lt;br /&gt;
|-&lt;br /&gt;
| Medtob || Blockade&lt;br /&gt;
|-&lt;br /&gt;
| Melbil || Tome&lt;br /&gt;
|-&lt;br /&gt;
| Meng || Lash&lt;br /&gt;
|-&lt;br /&gt;
| Mestthos || Citadel&lt;br /&gt;
|-&lt;br /&gt;
| Minkot || Corridor&lt;br /&gt;
|-&lt;br /&gt;
| Mistêm || Portal&lt;br /&gt;
|-&lt;br /&gt;
| Moldath || Avalanche&lt;br /&gt;
|-&lt;br /&gt;
| Momuz || Crypt&lt;br /&gt;
|-&lt;br /&gt;
| Monom || Paper&lt;br /&gt;
|-&lt;br /&gt;
| Mosus || Room&lt;br /&gt;
|-&lt;br /&gt;
| Mörul || Page&lt;br /&gt;
|-&lt;br /&gt;
| Mûthkat || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Nil || Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Nish || Trade&lt;br /&gt;
|-&lt;br /&gt;
| Nomal || Staff&lt;br /&gt;
|-&lt;br /&gt;
| Obok || Pillar&lt;br /&gt;
|-&lt;br /&gt;
| Oddom || Cloister&lt;br /&gt;
|-&lt;br /&gt;
| Olin || Tongs&lt;br /&gt;
|-&lt;br /&gt;
| Olon || Gear&lt;br /&gt;
|-&lt;br /&gt;
| Onget || Turquoise&lt;br /&gt;
|-&lt;br /&gt;
| Onol || Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Rakust || Tomb&lt;br /&gt;
|-&lt;br /&gt;
| Ral || Silver&lt;br /&gt;
|-&lt;br /&gt;
| Reg || Glove&lt;br /&gt;
|-&lt;br /&gt;
| Rigòth || Craft&lt;br /&gt;
|-&lt;br /&gt;
| Rimtar || Castle&lt;br /&gt;
|-&lt;br /&gt;
| Rith || Bell&lt;br /&gt;
|-&lt;br /&gt;
| Rovod || Arch&lt;br /&gt;
|-&lt;br /&gt;
| Rîsen || Coal&lt;br /&gt;
|-&lt;br /&gt;
| Sarvesh || Furnace&lt;br /&gt;
|-&lt;br /&gt;
| Sazir || Bridge&lt;br /&gt;
|-&lt;br /&gt;
| Shem || Plank&lt;br /&gt;
|-&lt;br /&gt;
| Shorast || Wire&lt;br /&gt;
|-&lt;br /&gt;
| Sibrek || Salve&lt;br /&gt;
|-&lt;br /&gt;
| Sigun || Tour&lt;br /&gt;
|-&lt;br /&gt;
| Sodel || Shield&lt;br /&gt;
|-&lt;br /&gt;
| Solon || Flag&lt;br /&gt;
|-&lt;br /&gt;
| Stinthäd || Theater&lt;br /&gt;
|-&lt;br /&gt;
| Stodir || Volcano&lt;br /&gt;
|-&lt;br /&gt;
| Stukos || Razor&lt;br /&gt;
|-&lt;br /&gt;
| Stâkud || Machine&lt;br /&gt;
|-&lt;br /&gt;
| Såkzul || Trumpet&lt;br /&gt;
|-&lt;br /&gt;
| Tekkud || Pick&lt;br /&gt;
|-&lt;br /&gt;
| Thob || Girder&lt;br /&gt;
|-&lt;br /&gt;
| Tholtig || Barricade&lt;br /&gt;
|-&lt;br /&gt;
| Thîkut || Book&lt;br /&gt;
|-&lt;br /&gt;
| Tirist || Rim&lt;br /&gt;
|-&lt;br /&gt;
| Tobul || Canyon&lt;br /&gt;
|-&lt;br /&gt;
| Tosid || Armor&lt;br /&gt;
|-&lt;br /&gt;
| Tulon || Road&lt;br /&gt;
|-&lt;br /&gt;
| Tun || Door&lt;br /&gt;
|-&lt;br /&gt;
| Ubbul || Vault&lt;br /&gt;
|-&lt;br /&gt;
| Udib || Syrup&lt;br /&gt;
|-&lt;br /&gt;
| Udil || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| Unib || Rag&lt;br /&gt;
|-&lt;br /&gt;
| Urdim || Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Urist]] || Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Urvad || Seal (art)&lt;br /&gt;
|-&lt;br /&gt;
| Ushat || Basement&lt;br /&gt;
|-&lt;br /&gt;
| Ustuth || Fence&lt;br /&gt;
|-&lt;br /&gt;
| Uvash || Arena&lt;br /&gt;
|-&lt;br /&gt;
| Uzol || Oil&lt;br /&gt;
|-&lt;br /&gt;
| Vabôk || Orb&lt;br /&gt;
|-&lt;br /&gt;
| Vucar || Urn&lt;br /&gt;
|-&lt;br /&gt;
| Vutok || Figure&lt;br /&gt;
|-&lt;br /&gt;
| Zan || Artifact&lt;br /&gt;
|-&lt;br /&gt;
| Zaneg || Relic&lt;br /&gt;
|-&lt;br /&gt;
| Zas || Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Zasit || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Zefon || Fountain&lt;br /&gt;
|-&lt;br /&gt;
| Zon || Helm&lt;br /&gt;
|-&lt;br /&gt;
| Zuglar || Ship&lt;br /&gt;
|-&lt;br /&gt;
| Zulban || Banner&lt;br /&gt;
|-&lt;br /&gt;
| Zuntîr || Anvil&lt;br /&gt;
|-&lt;br /&gt;
| Zutthan || Treasury&lt;br /&gt;
|-&lt;br /&gt;
| Äs || Cave&lt;br /&gt;
|-&lt;br /&gt;
| Åblel || Bust&lt;br /&gt;
|-&lt;br /&gt;
| Èrith || Labor&lt;br /&gt;
|-&lt;br /&gt;
| Èzum || Hame&lt;br /&gt;
|-&lt;br /&gt;
| Îton || Hall&lt;br /&gt;
|-&lt;br /&gt;
| Ïngiz || Ceiling&lt;br /&gt;
|-&lt;br /&gt;
| Ïteb || Post&lt;br /&gt;
|-&lt;br /&gt;
| Ònul || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| Ùshrir || Quake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epithets ==&lt;br /&gt;
&lt;br /&gt;
When a creature scores five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish, such as &amp;quot;the Hardy Ring-Cobra of Dashing&amp;quot;. On occasion, the epithet can be [[Main:Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.&lt;br /&gt;
&lt;br /&gt;
== Animal and megabeast names ==&lt;br /&gt;
&lt;br /&gt;
Animals who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the civilization that named it, though the relationship is not always straightforward--a wild [[crundle]] that kills an elven-named forgotten beast at a dwarven site may receive an elven name, for instance. Most animals who acquire a name in [[world generation]] do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[fortress mode]] by killing your dwarves, invaders, or uninvited guests, or in [[adventurer mode]] by killing your adventurers or members of their parties.&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s acquire names in an unusual fashion - all megabeasts have at least one name and typically more, up to four. Unlike other creatures, megabeasts (obviously) do not have a parent civilization, and instead appear to gain their original names from the first civilization they have contact with. In most cases, they gain epithets from conflict with others  - ergo, megabeasts with only one or two names have likely led uneventful lives.&lt;br /&gt;
&lt;br /&gt;
== Other names/false identities ==&lt;br /&gt;
&lt;br /&gt;
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names; additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, and [[40d:underground river|underground rivers]] and [[40d:underground pool|pools]]. However, any creature that can speak, such as a [[snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky - some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf (*) to receive a name, or the naming may occur randomly.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.&lt;br /&gt;
&lt;br /&gt;
Some creatures assume false identities, usually for nefarious purposes - currently, these are [[agent]]s and [[vampire]]s. They usually can't be confronted in fortress mode, but when they die, their actual name will be displayed in the unit list. In adventure mode, if you correctly call out a vampire, they will reveal their identity. You may also assume multiple false identities yourself, if you wish to game the [[rumor]] system. In Legends mode, all [[historical figure]]s are displayed under their real names.&lt;br /&gt;
Interrogation can also reveal any false names the target knows, either their own or those of other members of organisations they're a part of.&lt;br /&gt;
&lt;br /&gt;
(*)  ''elf, human''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
** [[Names_and_symbols|Names and symbols]]&lt;br /&gt;
** [[Civilization]]&lt;br /&gt;
** [[Language token]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kab&lt;br /&gt;
| elvish  = sofi&lt;br /&gt;
| goblin  = osnuk&lt;br /&gt;
| human   = ucim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Name]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292611</id>
		<title>Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Name&amp;diff=292611"/>
		<updated>2023-03-20T11:22:41Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Dwarven first names */ +link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Names''' are what individual creatures are known by. Creatures in [[civilization]]s that can speak are given names upon birth; most other creatures must be given names by such a civilization. Any creature that receives a name becomes a [[historical figure]], which means the game will keep track of it as it loads (and offloads) the world.&lt;br /&gt;
&lt;br /&gt;
== Name basics ==&lt;br /&gt;
&lt;br /&gt;
Every member of a civilization has at least two names: a first name and a last name, which are given at birth, and are quite random. Unlike most real names, neither name is inherited from the parents.&lt;br /&gt;
&lt;br /&gt;
The first name typically is a single word of the civilization's [[language]]. It appears that first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name.&lt;br /&gt;
&lt;br /&gt;
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, but not the working animals of traders.  &lt;br /&gt;
&lt;br /&gt;
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[DF2014:Creature_token#UTTERANCES|utterances]] will likewise have untranslatable names that appear to be gibberish.&lt;br /&gt;
&lt;br /&gt;
== Dwarven first names ==&lt;br /&gt;
&lt;br /&gt;
Dwarven first names come from a combination of symbol sets as defined in the [[raw file]]s [[entity_default.txt]] and [[language_SYM.txt]].&lt;br /&gt;
:175 Dwarf names = (ARTIFICE ∪ [[Language SYM.txt/Earth|EARTH]]) \ (DOMESTIC ∪ SUBORDINATE ∪ FLOWERY ∪ NEGATOR ∪ NEGATIVE ∪ UGLY ∪ EVIL)&lt;br /&gt;
First names also need to have [THE_NOUN_SING] in their language_words.txt entry. This filters out an additional 10, leaving a total of 165 valid names.{{cite forum|172960.0}}{{verify}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Dwarven First Names&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Literal English Translation&lt;br /&gt;
|-&lt;br /&gt;
| Aban || Construct&lt;br /&gt;
|-&lt;br /&gt;
| Adil || Wall&lt;br /&gt;
|-&lt;br /&gt;
| Alåth || Bolt&lt;br /&gt;
|-&lt;br /&gt;
| Amost || Town&lt;br /&gt;
|-&lt;br /&gt;
| Asmel || Merchant&lt;br /&gt;
|-&lt;br /&gt;
| Asob || Board&lt;br /&gt;
|-&lt;br /&gt;
| Ast || Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Astesh || Cudgel&lt;br /&gt;
|-&lt;br /&gt;
| Asën || Gravel&lt;br /&gt;
|-&lt;br /&gt;
| Athel || Ring&lt;br /&gt;
|-&lt;br /&gt;
| Atír || Dye&lt;br /&gt;
|-&lt;br /&gt;
| Atîs || Stake&lt;br /&gt;
|-&lt;br /&gt;
| Avuz || Mine&lt;br /&gt;
|-&lt;br /&gt;
| Ber || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Besmar || Pulley&lt;br /&gt;
|-&lt;br /&gt;
| Bim || Sling&lt;br /&gt;
|-&lt;br /&gt;
| Bomrek || Whip&lt;br /&gt;
|-&lt;br /&gt;
| Bëmbul || Mechanism&lt;br /&gt;
|-&lt;br /&gt;
| Catten || Channel&lt;br /&gt;
|-&lt;br /&gt;
| Cerol || Lens&lt;br /&gt;
|-&lt;br /&gt;
| Cilob || Roof&lt;br /&gt;
|-&lt;br /&gt;
| Cog || Boot&lt;br /&gt;
|-&lt;br /&gt;
| Dakost || Floor&lt;br /&gt;
|-&lt;br /&gt;
| Dastot || Sword&lt;br /&gt;
|-&lt;br /&gt;
| Datan || Iron&lt;br /&gt;
|-&lt;br /&gt;
| Deduk || Manor&lt;br /&gt;
|-&lt;br /&gt;
| Degël || Galley&lt;br /&gt;
|-&lt;br /&gt;
| Deler || Steel&lt;br /&gt;
|-&lt;br /&gt;
| Dodók || Clasp&lt;br /&gt;
|-&lt;br /&gt;
| Domas || Guild&lt;br /&gt;
|-&lt;br /&gt;
| Doren || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Ducim || Work&lt;br /&gt;
|-&lt;br /&gt;
| Dumat || Roughness&lt;br /&gt;
|-&lt;br /&gt;
| Dumed || Fortification&lt;br /&gt;
|-&lt;br /&gt;
| Dîshmab || Rampart&lt;br /&gt;
|-&lt;br /&gt;
| Dôbar || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Edzul || Vestibule&lt;br /&gt;
|-&lt;br /&gt;
| Edëm || Key&lt;br /&gt;
|-&lt;br /&gt;
| Endok || Attic&lt;br /&gt;
|-&lt;br /&gt;
| Eral || Vessel&lt;br /&gt;
|-&lt;br /&gt;
| Erib || Gorge&lt;br /&gt;
|-&lt;br /&gt;
| Erush || Handle&lt;br /&gt;
|-&lt;br /&gt;
| Eshtân || Smith&lt;br /&gt;
|-&lt;br /&gt;
| Etur || Boulder&lt;br /&gt;
|-&lt;br /&gt;
| Fath || Sack&lt;br /&gt;
|-&lt;br /&gt;
| Feb || Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Fikod || Glaze&lt;br /&gt;
|-&lt;br /&gt;
| Geshud || Fortress&lt;br /&gt;
|-&lt;br /&gt;
| Goden || Rope&lt;br /&gt;
|-&lt;br /&gt;
| Id || Rock&lt;br /&gt;
|-&lt;br /&gt;
| Iden || Paddle&lt;br /&gt;
|-&lt;br /&gt;
| Ilral || Treaty&lt;br /&gt;
|-&lt;br /&gt;
| Imush || Dike&lt;br /&gt;
|-&lt;br /&gt;
| Ineth || City&lt;br /&gt;
|-&lt;br /&gt;
| Ingish || Bodice&lt;br /&gt;
|-&lt;br /&gt;
| Inod || Gate&lt;br /&gt;
|-&lt;br /&gt;
| Kadol || Hatchet&lt;br /&gt;
|-&lt;br /&gt;
| Kadôl || Gem&lt;br /&gt;
|-&lt;br /&gt;
| Kel || Metal&lt;br /&gt;
|-&lt;br /&gt;
| Kib || Net&lt;br /&gt;
|-&lt;br /&gt;
| Kikrost || Stockade&lt;br /&gt;
|-&lt;br /&gt;
| Kivish || Lancer&lt;br /&gt;
|-&lt;br /&gt;
| Kogan || Boat&lt;br /&gt;
|-&lt;br /&gt;
| Kogsak || Palisade&lt;br /&gt;
|-&lt;br /&gt;
| Kol || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| Kosoth || Palace&lt;br /&gt;
|-&lt;br /&gt;
| Kulet || Abbey&lt;br /&gt;
|-&lt;br /&gt;
| Kumil || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Kûbuk || Lance&lt;br /&gt;
|-&lt;br /&gt;
| Led || Rack&lt;br /&gt;
|-&lt;br /&gt;
| Libash || Axe&lt;br /&gt;
|-&lt;br /&gt;
| Likot || Ink&lt;br /&gt;
|-&lt;br /&gt;
| Limul || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Litast || Torch&lt;br /&gt;
|-&lt;br /&gt;
| Logem || Paint&lt;br /&gt;
|-&lt;br /&gt;
| Lokum || Spear&lt;br /&gt;
|-&lt;br /&gt;
| Lolor || Letter&lt;br /&gt;
|-&lt;br /&gt;
| Lorbam || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lòr || Tool&lt;br /&gt;
|-&lt;br /&gt;
| Mafol || Chamber&lt;br /&gt;
|-&lt;br /&gt;
| Mebzuth || Oar&lt;br /&gt;
|-&lt;br /&gt;
| Medtob || Blockade&lt;br /&gt;
|-&lt;br /&gt;
| Melbil || Tome&lt;br /&gt;
|-&lt;br /&gt;
| Meng || Lash&lt;br /&gt;
|-&lt;br /&gt;
| Mestthos || Citadel&lt;br /&gt;
|-&lt;br /&gt;
| Minkot || Corridor&lt;br /&gt;
|-&lt;br /&gt;
| Mistêm || Portal&lt;br /&gt;
|-&lt;br /&gt;
| Moldath || Avalanche&lt;br /&gt;
|-&lt;br /&gt;
| Momuz || Crypt&lt;br /&gt;
|-&lt;br /&gt;
| Monom || Paper&lt;br /&gt;
|-&lt;br /&gt;
| Mosus || Room&lt;br /&gt;
|-&lt;br /&gt;
| Mörul || Page&lt;br /&gt;
|-&lt;br /&gt;
| Mûthkat || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Nil || Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Nish || Trade&lt;br /&gt;
|-&lt;br /&gt;
| Nomal || Staff&lt;br /&gt;
|-&lt;br /&gt;
| Obok || Pillar&lt;br /&gt;
|-&lt;br /&gt;
| Oddom || Cloister&lt;br /&gt;
|-&lt;br /&gt;
| Olin || Tongs&lt;br /&gt;
|-&lt;br /&gt;
| Olon || Gear&lt;br /&gt;
|-&lt;br /&gt;
| Onget || Turquoise&lt;br /&gt;
|-&lt;br /&gt;
| Onol || Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Rakust || Tomb&lt;br /&gt;
|-&lt;br /&gt;
| Ral || Silver&lt;br /&gt;
|-&lt;br /&gt;
| Reg || Glove&lt;br /&gt;
|-&lt;br /&gt;
| Rigòth || Craft&lt;br /&gt;
|-&lt;br /&gt;
| Rimtar || Castle&lt;br /&gt;
|-&lt;br /&gt;
| Rith || Bell&lt;br /&gt;
|-&lt;br /&gt;
| Rovod || Arch&lt;br /&gt;
|-&lt;br /&gt;
| Rîsen || Coal&lt;br /&gt;
|-&lt;br /&gt;
| Sarvesh || Furnace&lt;br /&gt;
|-&lt;br /&gt;
| Sazir || Bridge&lt;br /&gt;
|-&lt;br /&gt;
| Shem || Plank&lt;br /&gt;
|-&lt;br /&gt;
| Shorast || Wire&lt;br /&gt;
|-&lt;br /&gt;
| Sibrek || Salve&lt;br /&gt;
|-&lt;br /&gt;
| Sigun || Tour&lt;br /&gt;
|-&lt;br /&gt;
| Sodel || Shield&lt;br /&gt;
|-&lt;br /&gt;
| Solon || Flag&lt;br /&gt;
|-&lt;br /&gt;
| Stinthäd || Theater&lt;br /&gt;
|-&lt;br /&gt;
| Stodir || Volcano&lt;br /&gt;
|-&lt;br /&gt;
| Stukos || Razor&lt;br /&gt;
|-&lt;br /&gt;
| Stâkud || Machine&lt;br /&gt;
|-&lt;br /&gt;
| Såkzul || Trumpet&lt;br /&gt;
|-&lt;br /&gt;
| Tekkud || Pick&lt;br /&gt;
|-&lt;br /&gt;
| Thob || Girder&lt;br /&gt;
|-&lt;br /&gt;
| Tholtig || Barricade&lt;br /&gt;
|-&lt;br /&gt;
| Thîkut || Book&lt;br /&gt;
|-&lt;br /&gt;
| Tirist || Rim&lt;br /&gt;
|-&lt;br /&gt;
| Tobul || Canyon&lt;br /&gt;
|-&lt;br /&gt;
| Tosid || Armor&lt;br /&gt;
|-&lt;br /&gt;
| Tulon || Road&lt;br /&gt;
|-&lt;br /&gt;
| Tun || Door&lt;br /&gt;
|-&lt;br /&gt;
| Ubbul || Vault&lt;br /&gt;
|-&lt;br /&gt;
| Udib || Syrup&lt;br /&gt;
|-&lt;br /&gt;
| Udil || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| Unib || Rag&lt;br /&gt;
|-&lt;br /&gt;
| Urdim || Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Urist]] || Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Urvad || Seal (art)&lt;br /&gt;
|-&lt;br /&gt;
| Ushat || Basement&lt;br /&gt;
|-&lt;br /&gt;
| Ustuth || Fence&lt;br /&gt;
|-&lt;br /&gt;
| Uvash || Arena&lt;br /&gt;
|-&lt;br /&gt;
| Uzol || Oil&lt;br /&gt;
|-&lt;br /&gt;
| Vabôk || Orb&lt;br /&gt;
|-&lt;br /&gt;
| Vucar || Urn&lt;br /&gt;
|-&lt;br /&gt;
| Vutok || Figure&lt;br /&gt;
|-&lt;br /&gt;
| Zan || Artifact&lt;br /&gt;
|-&lt;br /&gt;
| Zaneg || Relic&lt;br /&gt;
|-&lt;br /&gt;
| Zas || Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Zasit || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Zefon || Fountain&lt;br /&gt;
|-&lt;br /&gt;
| Zon || Helm&lt;br /&gt;
|-&lt;br /&gt;
| Zuglar || Ship&lt;br /&gt;
|-&lt;br /&gt;
| Zulban || Banner&lt;br /&gt;
|-&lt;br /&gt;
| Zuntîr || Anvil&lt;br /&gt;
|-&lt;br /&gt;
| Zutthan || Treasury&lt;br /&gt;
|-&lt;br /&gt;
| Äs || Cave&lt;br /&gt;
|-&lt;br /&gt;
| Åblel || Bust&lt;br /&gt;
|-&lt;br /&gt;
| Èrith || Labor&lt;br /&gt;
|-&lt;br /&gt;
| Èzum || Hame&lt;br /&gt;
|-&lt;br /&gt;
| Îton || Hall&lt;br /&gt;
|-&lt;br /&gt;
| Ïngiz || Ceiling&lt;br /&gt;
|-&lt;br /&gt;
| Ïteb || Post&lt;br /&gt;
|-&lt;br /&gt;
| Ònul || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| Ùshrir || Quake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epithets ==&lt;br /&gt;
&lt;br /&gt;
When a creature scores five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish, such as &amp;quot;the Hardy Ring-Cobra of Dashing&amp;quot;. On occasion, the epithet can be [[Main:Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.&lt;br /&gt;
&lt;br /&gt;
== Animal and megabeast names ==&lt;br /&gt;
&lt;br /&gt;
Animals who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the civilization that named it, though the relationship is not always straightforward--a wild [[crundle]] that kills an elven-named forgotten beast at a dwarven site may receive an elven name, for instance. Most animals who acquire a name in [[world generation]] do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[fortress mode]] by killing your dwarves, invaders, or uninvited guests, or in [[adventurer mode]] by killing your adventurers or members of their parties.&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s acquire names in an unusual fashion - all megabeasts have at least one name and typically more, up to four. Unlike other creatures, megabeasts (obviously) do not have a parent civilization, and instead appear to gain their original names from the first civilization they have contact with. In most cases, they gain epithets from conflict with others  - ergo, megabeasts with only one or two names have likely led uneventful lives.&lt;br /&gt;
&lt;br /&gt;
== Other names/false identities ==&lt;br /&gt;
&lt;br /&gt;
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names; additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, and [[40d:underground river|underground rivers]] and [[40d:underground pool|pools]]. However, any creature that can speak, such as a [[snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky - some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf (*) to receive a name, or the naming may occur randomly.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.&lt;br /&gt;
&lt;br /&gt;
Some creatures assume false identities, usually for nefarious purposes - currently, these are [[agent]]s and [[vampire]]s. They usually can't be confronted in fortress mode, but when they die, their actual name will be displayed in the unit list. In adventure mode, if you correctly call out a vampire, they will reveal their identity. You may also assume multiple false identities yourself, if you wish to game the [[rumor]] system. In Legends mode, all [[historical figure]]s are displayed under their real names.&lt;br /&gt;
Interrogation can also reveal any false names the target knows, either their own or those of other members of organisations they're a part of.&lt;br /&gt;
&lt;br /&gt;
(*)  ''elf, human''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
** [[Names_and_symbols|Names and symbols]]&lt;br /&gt;
** [[Civilization]]&lt;br /&gt;
** [[Language token]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kab&lt;br /&gt;
| elvish  = sofi&lt;br /&gt;
| goblin  = osnuk&lt;br /&gt;
| human   = ucim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Name]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Werebeast&amp;diff=292610</id>
		<title>Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Werebeast&amp;diff=292610"/>
		<updated>2023-03-20T11:06:55Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Verification notes ==&lt;br /&gt;
&lt;br /&gt;
Re: [[Werebeast#Infecting_your_entire_fort]] - verification of some were-beasts too small to trap in cage traps.&lt;br /&gt;
*I've no reason to doubt this is true, but the editor sounded like there was an element of doubt, so just wondering if we can get confirmation. Also, a screenshot mentioned in the edit sounds interesting, and would be quite cool to include in the page, which is quite text dense in this section. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 02:49, 11 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Editor here re above post: I tried uploading the screenshot of the wereraccoon, but it won't let me upload files. I doubt external links are allowed in page, so I will post the imgur link here and someone with permission can add it: https://imgur.com/a/F0Y72ZA [[User:Scavello|Scavello]] ([[User talk:Scavello]]) 4:33 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks, I'll upload the image. You might not have been able to upload if you hadn't made three edits yet on your registered account. Upon reading some relevant wiki sections, I think the sentence might need some rewording, or further investigation: Supposedly werebeasts are immune to traps due to [[Trapavoid]], rather than size. Do you have any more information on catching the wereracoon? Did you have any webs in the room, or mods installed that might have influenced this, for instance? It might even be a bug. Either way, thanks for commenting and sharing the image. It's an interesting discovery that should lead to even more comprehensive wiki info. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 15:38, 19 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I slightly reworded the sentence in question, to reflect the current state of this discussion. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 17:34, 19 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page structure ==&lt;br /&gt;
&lt;br /&gt;
I found myself having trouble finding or accurately referencing sections of this article that were within quite long sections and paragraphs. I took the liberty of restructuring a couple of section headings, and adding a few subsections. It's a bit subjective, so I'm just leaving a note here, in case anyone has any thoughts on this. [[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 17:31, 19 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Werebeasts in fortresses update ==&lt;br /&gt;
&lt;br /&gt;
The [[Werebeast#Werebeasts_in_fortresses|Werebeasts in fortresses]] section could do with some specific information about visitors being able to transform whilst visiting one of your fortress locations.&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Languages_raws&amp;diff=292608</id>
		<title>Languages raws</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Languages_raws&amp;diff=292608"/>
		<updated>2023-03-20T10:56:23Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del|created in error, and an unlikely search term for a redirect}}&lt;br /&gt;
&lt;br /&gt;
#Redirect [[Category:Languages raws]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Legends_artifact_symbol_01.png&amp;diff=292607</id>
		<title>File:Legends artifact symbol 01.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Legends_artifact_symbol_01.png&amp;diff=292607"/>
		<updated>2023-03-20T10:51:41Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del|duplicate file with inferior filename style}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
Example, in legends mode, of and artifact being made a symbol of a noble's position.&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Legends_artifact_symbol_01.png&amp;diff=292606</id>
		<title>File:Legends artifact symbol 01.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Legends_artifact_symbol_01.png&amp;diff=292606"/>
		<updated>2023-03-20T10:49:45Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{del|duplicate file with inferior filename style}&lt;br /&gt;
== Summary ==&lt;br /&gt;
Example, in legends mode, of and artifact being made a symbol of a noble's position.&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=292604</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=292604"/>
		<updated>2023-03-20T03:42:45Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|right|A human noble from times past.]]'''Nobles''' are &amp;lt;s&amp;gt;snotty, good-for-nothing parasites&amp;lt;/s&amp;gt; [[Dwarf|dwarves]] elevated to a position of &amp;quot;rule&amp;quot; (or so ''they'' think) over your fortress. They provide a critical happiness bonus to unhappy and [[stress]]ed dwarves, who will yell at or cry on the nobles, and are also responsible for interacting with [[outpost liaison]]s. Nobles who can perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]], are colloquially known as '''utility nobles'''. Certain nobles are automatically elected by your fortress's citizenry, rising to ranks mostly outside of the player's control, while others (the aforesaid utility nobles, mostly) can be directly appointed by the player, and can be promoted, demoted and replaced at any time. &lt;br /&gt;
&lt;br /&gt;
Certain higher-rank nobles can make [[demand]]s and set [[mandate]]s, which, if not met, will upset the noble and result in punishments for your dwarves if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[room]]s and other personal goodies, such as [[cabinet]]s and [[armor stand]]s, and some of them are envious bastards and do not want a lesser dwarf to have a better room than them. If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a noble, especially a popular one like a [[mayor]], may cause unhappy thoughts and stress among the general populace, and their replacement may be ''even worse''. Furthermore, a fortress lacking a noble ruler (such as a [[mayor]]) may be temporarily unable to appoint new nobles manually, including utility nobles, until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other parts of the dwarven kingdom. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other non-utility noble. There is no benefit to having multiple of the same noble in the same fortress (except for [[militia captain]]s), so in the event you happen to have multiple [[baron]]s or similar, it is more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that nobles, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[Elf|elves]] and [[goblin]]s have nobles of their own, with some of the positions of their [[civilization]]s being exclusive to them, such as human law-makers and elven [[druid]]s. While civilized, [[kobold]]s and subterranean [[animal people]] have no nobles.&lt;br /&gt;
&lt;br /&gt;
== Menu ==&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{k|n}} or the {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.&lt;br /&gt;
&lt;br /&gt;
Each list entry contains the following columns (from left to right):&lt;br /&gt;
* The name of the position, with the name of the related squad below, if applicable.&lt;br /&gt;
* Button to change the current holder of the position, if applicable.&lt;br /&gt;
* An image of the current holder of the position, if there is one.&lt;br /&gt;
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.&lt;br /&gt;
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.&lt;br /&gt;
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.&lt;br /&gt;
* Any [[Mandate|mandates]] set by the noble.&lt;br /&gt;
* For the [[bookkeeper]], the desired [[stocks]] display precision.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Landholding nobles have triggers defined in the &amp;quot;entity_default.txt&amp;quot; [[raws]]. Prior to v0.44.11, these triggers would activate the associated nobles directly; in the current version, these triggers allow the foundation of new [[holding]]s and the number of holdings activates the nobles instead.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
*'''Holdings''' - Minimum number of fortress [[holding]]s for this position to become available.{{v|0.44.11}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Land Holder'''&lt;br /&gt;
| '''Population'''&lt;br /&gt;
| '''Created Wealth'''&lt;br /&gt;
| '''Exported Wealth'''&lt;br /&gt;
| '''Holdings'''{{v|0.44.11}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, no new nobles can be created, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Position'''&lt;br /&gt;
| width=5% | '''#'''&lt;br /&gt;
| '''Squad'''&lt;br /&gt;
| width=5% | '''Spouse'''&lt;br /&gt;
| width=5% | '''Heir'''&lt;br /&gt;
| '''Appointed By'''&lt;br /&gt;
| '''Replaced By'''&lt;br /&gt;
| width=5% | '''Pop Req'''&lt;br /&gt;
| width=7% | '''Wealth Req'''&lt;br /&gt;
| width=5% | '''Elected'''&lt;br /&gt;
| '''Lazy'''&lt;br /&gt;
| width=5% | '''Immunity'''&lt;br /&gt;
| width=5% | '''Econ Exempt'''&lt;br /&gt;
| width=5% | '''Military Screen Only'''&lt;br /&gt;
| '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Armok himself&lt;br /&gt;
| -&lt;br /&gt;
| 140&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointed noble selection==&lt;br /&gt;
Appointed nobles are chosen by the player via the nobles and administrators menu {{menu icon|n}} (though technically in-universe, they are being appointed by higher-ranking nobles; see below). There are certain skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing utility nobles.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager]]s use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker]]s most critically use the [[judge of intent]] and [[appraiser]] skill, among other [[social skill]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper]]s have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a noble, the new orders don't just descend from on high. Instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission]]s before any appointments can be made. If your fort doesn't have the relevant higher-ranking noble [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the [SITE] tag are site-level, those without it are civ-level.  These types of nobles can be regarded as completely separate systems; with the lone exception of LAND_HOLDER related appointments (which have their own specific rules), civ-level nobles cannot appoint, succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of fort mode, the game will always attempt to assign nobles whenever possible (except for those with NUMBER:AS_NEEDED).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
Nobles with [APPOINTED_BY:position] require a noble of the designated position.&lt;br /&gt;
Nobles with [REQUIRES_POPULATION] require the population to have a specific size.&lt;br /&gt;
Nobles with [REQUIRES_MARKET] will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types).  This tag has no effect in fort mode.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created.&lt;br /&gt;
A position that requires a certain population will not appear in fort mode unless it has [APPOINTED_BY] or [ELECTED], probably due to a bug.  In worldgen, there is no functional difference between ELECTED and no appointment rule except that ELECTED nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the [SUCCESSION] tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of SUCCESSION:BY_POSITION, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
[REPLACED_BY:position] means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa.&lt;br /&gt;
&lt;br /&gt;
These rules are followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with [MILITARY_GOALS] after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
&lt;br /&gt;
Another interesting point is that a civ-level LAW_MAKING position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
&lt;br /&gt;
== Landholders positions ==&lt;br /&gt;
&lt;br /&gt;
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear. With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
Positions do not automatically appear when you reach their requirements. For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions. LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. Each time they appear, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track. The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}}&lt;br /&gt;
(Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
&lt;br /&gt;
Since at least 0.34.01, if your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}} As of 0.42, new mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time... but it might take a while, and in the meantime, you won't be able to appoint certain nobles. (not really a bug?) {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;many&amp;lt;/s&amp;gt; all players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark_profile_repository&amp;diff=292603</id>
		<title>Embark profile repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark_profile_repository&amp;diff=292603"/>
		<updated>2023-03-20T03:40:56Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To use one of these [[embark]] profiles, copy the text in the green box (starting with [PROFILE]) and paste it at the end of [[embark_profiles.txt]]. Note: that file won't exist unless you've previously saved a profile in the game; if it doesn't, you can just create an empty file with that name in '''data/prefs/''' and paste into that.&lt;br /&gt;
&lt;br /&gt;
== Vanilla ==&lt;br /&gt;
Or about as close as you can get with embark profiles.&lt;br /&gt;
&lt;br /&gt;
For comparison with other profiles or for players who want the usual vanilla settings, but would also like to get a warning when something important like plump helmets or pig tails aren't available.&lt;br /&gt;
These give you an even amount of all 4 types of dwarven alcohol (but still a total of 60). Dwarves will appreciate the variety, and it makes it easier to add more if some varieties aren't available.&lt;br /&gt;
If you get the &amp;quot;no iron anvil available&amp;quot; warning, then &amp;quot;tab&amp;quot; over to the items menu, press &amp;quot;n&amp;quot; to add a new item to the manifest, use the arrow keys to navigate to the &amp;quot;anvil&amp;quot; category, and select the Steel anvil for the full vanilla experience.&lt;br /&gt;
&lt;br /&gt;
=== PLAY NOW! ===&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title={{text anchor|Play Now! (the embark profile)}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:Play Now! (the embark profile)]&lt;br /&gt;
	[SKILL:1:WOODCUTTING:1]&lt;br /&gt;
	[SKILL:1:WOOD_BURNING:1]&lt;br /&gt;
	[SKILL:1:POTASH_MAKING:1]&lt;br /&gt;
	[SKILL:1:LYE_MAKING:1]&lt;br /&gt;
	[SKILL:1:HERBALISM:1]&lt;br /&gt;
	[SKILL:1:BREWING:1]&lt;br /&gt;
	[SKILL:1:COOK:1]&lt;br /&gt;
	[SKILL:1:SMELT:1]&lt;br /&gt;
	[SKILL:2:FISH:1]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:BOWYER:1]&lt;br /&gt;
	[SKILL:4:BUTCHER:1]&lt;br /&gt;
	[SKILL:4:TANNER:1]&lt;br /&gt;
	[SKILL:4:LEATHERWORK:1]&lt;br /&gt;
	[SKILL:4:PROCESSFISH:1]&lt;br /&gt;
	[SKILL:4:WEAVING:1]&lt;br /&gt;
	[SKILL:5:MASONRY:1]&lt;br /&gt;
	[SKILL:5:DETAILSTONE:1]&lt;br /&gt;
	[SKILL:5:MECHANICS:1]&lt;br /&gt;
	[SKILL:5:DESIGNBUILDING:1]&lt;br /&gt;
	[SKILL:6:MINING:2]&lt;br /&gt;
	[SKILL:7:WOODCRAFT:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:1]&lt;br /&gt;
	[SKILL:7:BONECARVE:1]&lt;br /&gt;
	[SKILL:7:CUTGEM:1]&lt;br /&gt;
	[SKILL:7:ENCRUSTGEM:1]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:YAK:MUSCLE]&lt;br /&gt;
	[ITEM:15:FISH:NONE:FISH_CAVE:FEMALE]&lt;br /&gt;
	[ITEM:15:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:5:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:QUIVER:NONE:CREATURE_MAT:ALPACA:LEATHER]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:3:SPLINT:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:3:CRUTCH:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:1:TOOL:ITEM_TOOL_STEPLADDER:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:1:TOOL:ITEM_TOOL_WHEELBARROW:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:2:DOG:FEMALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Prepare for the journey carefully ===&lt;br /&gt;
The same as the &amp;quot;Play Now!&amp;quot; embark, but without any skills assigned to the dwarves and without the cat and dog pets added.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title={{text anchor|Prepare for the journey carefully (the embark profile)}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:Prepare for the journey carefully (the embark profile)]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:15:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:YAK:MUSCLE]&lt;br /&gt;
	[ITEM:15:FISH:NONE:FISH_CAVE:FEMALE]&lt;br /&gt;
	[ITEM:15:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:5:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:QUIVER:NONE:CREATURE_MAT:ALPACA:LEATHER]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:3:SPLINT:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:3:CRUTCH:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:1:TOOL:ITEM_TOOL_STEPLADDER:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
	[ITEM:1:TOOL:ITEM_TOOL_WHEELBARROW:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Simple ==&lt;br /&gt;
=== DF2014 Disciplined Embark Profiles r3 (clinodev) ===&lt;br /&gt;
From http://pastebin.com/FRT4hpkJ&lt;br /&gt;
{{gamedata|title={{text anchor|Disciplined Simple Start}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
        [TITLE:Disciplined Simple Start]&lt;br /&gt;
        [SKILL:1:MINING:4]&lt;br /&gt;
        [SKILL:1:MASONRY:5]&lt;br /&gt;
        [SKILL:1:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:2:MINING:4]&lt;br /&gt;
        [SKILL:2:MECHANICS:5]&lt;br /&gt;
        [SKILL:2:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:3:MINING:4]&lt;br /&gt;
        [SKILL:3:BONECARVE:5]&lt;br /&gt;
        [SKILL:3:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:4:WOODCUTTING:4]&lt;br /&gt;
        [SKILL:4:CARPENTRY:5]&lt;br /&gt;
        [SKILL:4:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:5:BUTCHER:1]&lt;br /&gt;
        [SKILL:5:TANNER:1]&lt;br /&gt;
        [SKILL:5:BREWING:4]&lt;br /&gt;
        [SKILL:5:COOK:3]&lt;br /&gt;
        [SKILL:5:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:6:ANIMALTRAIN:1]&lt;br /&gt;
        [SKILL:6:ANIMALCARE:1]&lt;br /&gt;
        [SKILL:6:PLANT:4]&lt;br /&gt;
        [SKILL:6:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:6:ORGANIZATION:1]&lt;br /&gt;
        [SKILL:6:RECORD_KEEPING:1]&lt;br /&gt;
        [SKILL:6:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:7:PLANT:4]&lt;br /&gt;
        [SKILL:7:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:7:DIAGNOSE:2]&lt;br /&gt;
        [SKILL:7:JUDGING_INTENT:1]&lt;br /&gt;
        [SKILL:7:APPRAISAL:1]&lt;br /&gt;
        [SKILL:7:DISCIPLINE:1]&lt;br /&gt;
        [ITEM:3:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
        [ITEM:30:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
        [ITEM:4:TOOL:ITEM_TOOL_NEST_BOX:INORGANIC:GNEISS]&lt;br /&gt;
        [ITEM:20:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
        [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
        [ITEM:55:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
        [ITEM:55:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
        [ITEM:20:BOULDER:NONE:INORGANIC:GRANITE]&lt;br /&gt;
        [ITEM:20:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
        [ITEM:24:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]&lt;br /&gt;
        [ITEM:10:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
        [ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
        [ITEM:10:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
        [PET:2:DOG:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
        [PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
        [PET:2:BIRD_CHICKEN:FEMALE:STANDARD]&lt;br /&gt;
        [PET:2:BIRD_GOOSE:FEMALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
{{gamedata|title={{text anchor|Disciplined Craftlords}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
        [TITLE:Disciplined Craftlords]&lt;br /&gt;
        [SKILL:1:MINING:1]&lt;br /&gt;
        [SKILL:1:DETAILSTONE:3]&lt;br /&gt;
        [SKILL:1:MASONRY:3]&lt;br /&gt;
        [SKILL:1:CROSSBOW:1]&lt;br /&gt;
        [SKILL:1:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:1:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:2:MINING:1]&lt;br /&gt;
        [SKILL:2:CARPENTRY:1]&lt;br /&gt;
        [SKILL:2:FORGE_ARMOR:3]&lt;br /&gt;
        [SKILL:2:METALCRAFT:3]&lt;br /&gt;
        [SKILL:2:CROSSBOW:1]&lt;br /&gt;
        [SKILL:2:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:3:WOODCUTTING:1]&lt;br /&gt;
        [SKILL:3:ANIMALTRAIN:1]&lt;br /&gt;
        [SKILL:3:FORGE_WEAPON:3]&lt;br /&gt;
        [SKILL:3:FORGE_FURNITURE:3]&lt;br /&gt;
        [SKILL:3:WOOD_BURNING:1]&lt;br /&gt;
        [SKILL:3:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:4:WOODCUTTING:1]&lt;br /&gt;
        [SKILL:4:COOK:1]&lt;br /&gt;
        [SKILL:4:CUTGEM:3]&lt;br /&gt;
        [SKILL:4:ENCRUSTGEM:3]&lt;br /&gt;
        [SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
        [SKILL:4:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:5:WOODCUTTING:1]&lt;br /&gt;
        [SKILL:5:BREWING:1]&lt;br /&gt;
        [SKILL:5:SMELT:1]&lt;br /&gt;
        [SKILL:5:GLASSMAKER:3]&lt;br /&gt;
        [SKILL:5:JUDGING_INTENT:1]&lt;br /&gt;
        [SKILL:5:APPRAISAL:1]&lt;br /&gt;
        [SKILL:5:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:6:MINING:1]&lt;br /&gt;
        [SKILL:6:PLANT:1]&lt;br /&gt;
        [SKILL:6:SIEGECRAFT:1]&lt;br /&gt;
        [SKILL:6:MECHANICS:3]&lt;br /&gt;
        [SKILL:6:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:6:OPERATE_PUMP:1]&lt;br /&gt;
        [SKILL:6:ORGANIZATION:1]&lt;br /&gt;
        [SKILL:6:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:7:MINING:1]&lt;br /&gt;
        [SKILL:7:SMELT:1]&lt;br /&gt;
        [SKILL:7:STONECRAFT:3]&lt;br /&gt;
        [SKILL:7:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:7:CONSOLE:1]&lt;br /&gt;
        [SKILL:7:PACIFY:1]&lt;br /&gt;
        [SKILL:7:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:7:LEADERSHIP:1]&lt;br /&gt;
        [ITEM:10:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
        [ITEM:40:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
        [ITEM:40:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]&lt;br /&gt;
        [ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
        [ITEM:1:BAR:NONE:COAL:COKE]&lt;br /&gt;
        [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
        [ITEM:5:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
        [ITEM:5:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
        [ITEM:20:POWDER_MISC:NONE:INORGANIC:SAND_TAN]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
        [ITEM:9:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
        [ITEM:3:WOOD:NONE:PLANT_MAT:OAK:WOOD]&lt;br /&gt;
        [ITEM:5:MEAT:NONE:CREATURE_MAT:PIG:MUSCLE]&lt;br /&gt;
        [ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
        [ITEM:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [PET:2:DOG:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
        [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:PIG:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:PIG:MALE:STANDARD]&lt;br /&gt;
        [PET:1:BIRD_GOOSE:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:BIRD_GOOSE:MALE:STANDARD]&lt;br /&gt;
        [PET:4:BIRD_GUINEAFOWL:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:BIRD_GUINEAFOWL:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
{{gamedata|title={{text anchor|Disciplined Craftlords, optimized for Dwarf Therapist}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
        [TITLE:Disciplined Craftlords, DT-optimized]&lt;br /&gt;
        [SKILL:1:DETAILSTONE:3]&lt;br /&gt;
        [SKILL:1:MASONRY:3]&lt;br /&gt;
        [SKILL:1:CROSSBOW:1]&lt;br /&gt;
        [SKILL:1:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:1:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:2:FORGE_ARMOR:3]&lt;br /&gt;
        [SKILL:2:METALCRAFT:3]&lt;br /&gt;
        [SKILL:2:CROSSBOW:1]&lt;br /&gt;
        [SKILL:2:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:3:FORGE_WEAPON:3]&lt;br /&gt;
        [SKILL:3:FORGE_FURNITURE:3]&lt;br /&gt;
        [SKILL:3:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:4:CUTGEM:3]&lt;br /&gt;
        [SKILL:4:ENCRUSTGEM:3]&lt;br /&gt;
        [SKILL:4:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:5:GLASSMAKER:3]&lt;br /&gt;
        [SKILL:5:JUDGING_INTENT:1]&lt;br /&gt;
        [SKILL:5:APPRAISAL:1]&lt;br /&gt;
        [SKILL:5:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:6:SIEGECRAFT:1]&lt;br /&gt;
        [SKILL:6:MECHANICS:3]&lt;br /&gt;
        [SKILL:6:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:6:OPERATE_PUMP:1]&lt;br /&gt;
        [SKILL:6:ORGANIZATION:1]&lt;br /&gt;
        [SKILL:6:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:7:STONECRAFT:3]&lt;br /&gt;
        [SKILL:7:DESIGNBUILDING:1]&lt;br /&gt;
        [SKILL:7:CONSOLE:1]&lt;br /&gt;
        [SKILL:7:PACIFY:1]&lt;br /&gt;
        [SKILL:7:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:7:LEADERSHIP:1]&lt;br /&gt;
        [ITEM:11:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
        [ITEM:41:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
        [ITEM:35:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]&lt;br /&gt;
        [ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
        [ITEM:1:BAR:NONE:COAL:COKE]&lt;br /&gt;
        [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
        [ITEM:5:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
        [ITEM:5:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
        [ITEM:22:POWDER_MISC:NONE:INORGANIC:SAND_TAN]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
        [ITEM:10:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
        [ITEM:5:MEAT:NONE:CREATURE_MAT:PIG:MUSCLE]&lt;br /&gt;
        [ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
        [ITEM:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:5:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
        [ITEM:4:PLANT_GROWTH:BULB:PLANT_MAT:ONION:BULB]&lt;br /&gt;
        [PET:4:DOG:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
        [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
        [PET:1:PIG:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:PIG:MALE:STANDARD]&lt;br /&gt;
        [PET:3:BIRD_GOOSE:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:BIRD_GOOSE:MALE:STANDARD]&lt;br /&gt;
        [PET:7:BIRD_GUINEAFOWL:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:BIRD_GUINEAFOWL:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
{{gamedata|title={{text anchor|Disciplined Ruin Assault}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
        [TITLE:Disciplined Ruin Assault!]&lt;br /&gt;
        [SKILL:1:SMELT:2]&lt;br /&gt;
        [SKILL:1:GLASSMAKER:2]&lt;br /&gt;
        [SKILL:1:WOOD_BURNING:2]&lt;br /&gt;
        [SKILL:1:POTTERY:2]&lt;br /&gt;
        [SKILL:2:MECHANICS:2]&lt;br /&gt;
        [SKILL:2:DESIGNBUILDING:3]&lt;br /&gt;
        [SKILL:2:DRESS_WOUNDS:1]&lt;br /&gt;
        [SKILL:2:DIAGNOSE:1]&lt;br /&gt;
        [SKILL:2:SURGERY:1]&lt;br /&gt;
        [SKILL:2:SET_BONE:1]&lt;br /&gt;
        [SKILL:2:SUTURE:1]&lt;br /&gt;
        [SKILL:3:CARPENTRY:2]&lt;br /&gt;
        [SKILL:3:HAMMER:1]&lt;br /&gt;
        [SKILL:3:CROSSBOW:2]&lt;br /&gt;
        [SKILL:3:SNEAK:1]&lt;br /&gt;
        [SKILL:3:DISCIPLINE:3]&lt;br /&gt;
        [SKILL:3:MELEE_COMBAT:1]&lt;br /&gt;
        [SKILL:4:BREWING:1]&lt;br /&gt;
        [SKILL:4:COOK:1]&lt;br /&gt;
        [SKILL:4:JUDGING_INTENT:1]&lt;br /&gt;
        [SKILL:4:APPRAISAL:1]&lt;br /&gt;
        [SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
        [SKILL:4:CONSOLE:1]&lt;br /&gt;
        [SKILL:4:LEADERSHIP:1]&lt;br /&gt;
        [SKILL:5:WOODCUTTING:3]&lt;br /&gt;
        [SKILL:5:HAMMER:1]&lt;br /&gt;
        [SKILL:5:CROSSBOW:1]&lt;br /&gt;
        [SKILL:5:SNEAK:1]&lt;br /&gt;
        [SKILL:5:DISCIPLINE:3]&lt;br /&gt;
        [SKILL:5:MELEE_COMBAT:1]&lt;br /&gt;
        [SKILL:6:MINING:2]&lt;br /&gt;
        [SKILL:6:MASONRY:2]&lt;br /&gt;
        [SKILL:6:STONECRAFT:1]&lt;br /&gt;
        [SKILL:6:HAMMER:1]&lt;br /&gt;
        [SKILL:6:CROSSBOW:1]&lt;br /&gt;
        [SKILL:6:DISCIPLINE:2]&lt;br /&gt;
        [SKILL:6:MELEE_COMBAT:1]&lt;br /&gt;
        [SKILL:7:MINING:2]&lt;br /&gt;
        [SKILL:7:FORGE_WEAPON:2]&lt;br /&gt;
        [SKILL:7:FORGE_ARMOR:2]&lt;br /&gt;
        [SKILL:7:HAMMER:1]&lt;br /&gt;
        [SKILL:7:CROSSBOW:1]&lt;br /&gt;
        [SKILL:7:DISCIPLINE:1]&lt;br /&gt;
        [SKILL:7:LEADERSHIP:1]&lt;br /&gt;
        [ITEM:11:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
        [ITEM:41:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
        [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
        [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
        [ITEM:3:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
        [ITEM:3:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
        [ITEM:30:POWDER_MISC:NONE:INORGANIC:SAND_TAN]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
        [ITEM:7:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
        [ITEM:10:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
        [ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
        [ITEM:8:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
        [ITEM:2:WEAPON:ITEM_WEAPON_CROSSBOW:INORGANIC:COPPER]&lt;br /&gt;
        [ITEM:4:AMMO:ITEM_AMMO_BOLTS:INORGANIC:COPPER]&lt;br /&gt;
        [ITEM:6:TOOL:ITEM_TOOL_NEST_BOX:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
        [ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
        [PET:6:DOG:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
        [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
        [PET:1:PIG:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:PIG:MALE:STANDARD]&lt;br /&gt;
        [PET:6:BIRD_TURKEY:FEMALE:STANDARD]&lt;br /&gt;
        [PET:1:BIRD_TURKEY:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Specialized ==&lt;br /&gt;
=== Single-focus ===&lt;br /&gt;
==== All miners ====&lt;br /&gt;
{{gamedata|title={{text anchor|All miners}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:MINE 2]&lt;br /&gt;
	[SKILL:1:MINING:2]&lt;br /&gt;
	[SKILL:1:WOODCUTTING:1]&lt;br /&gt;
	[SKILL:2:MINING:2]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:3:MINING:2]&lt;br /&gt;
	[SKILL:3:PLANT:1]&lt;br /&gt;
	[SKILL:4:MINING:2]&lt;br /&gt;
	[SKILL:4:PLANT:1]&lt;br /&gt;
	[SKILL:5:MINING:2]&lt;br /&gt;
	[SKILL:5:CARPENTRY:1]&lt;br /&gt;
	[SKILL:6:MINING:2]&lt;br /&gt;
	[SKILL:6:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:MINING:2]&lt;br /&gt;
	[SKILL:7:FORGE_FURNITURE:1]&lt;br /&gt;
	[ITEM:7:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:19:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:19:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
	[ITEM:18:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:7:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:REINDEER:MUSCLE]&lt;br /&gt;
	[ITEM:15:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:5:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:QUIVER:NONE:CREATURE_MAT:LLAMA:LEATHER]&lt;br /&gt;
	[ITEM:1:BUCKET:NONE:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
	[ITEM:1:SPLINT:NONE:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
	[ITEM:1:CRUTCH:NONE:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
	[ITEM:1:LIQUID_MISC:NONE:LYE:NONE]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:FEMALE:CHILD]&lt;br /&gt;
	[PET:2:CAT:MALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:CHILD]&lt;br /&gt;
	[PET:1:BIRD_CHICKEN:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:BIRD_CHICKEN:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
=== Minmax ===&lt;br /&gt;
{{gamedata|title={{text anchor|Minmax}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:Profile MINMAX]&lt;br /&gt;
	[SKILL:1:MINING:1]&lt;br /&gt;
	[SKILL:1:FORGE_ARMOR:5]&lt;br /&gt;
	[SKILL:1:PERSUASION:1]&lt;br /&gt;
	[SKILL:1:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:1:CONSOLE:1]&lt;br /&gt;
	[SKILL:1:LEADERSHIP:1]&lt;br /&gt;
	[SKILL:2:MINING:1]&lt;br /&gt;
	[SKILL:2:FORGE_WEAPON:4]&lt;br /&gt;
	[SKILL:2:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:2:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:2:SURGERY:1]&lt;br /&gt;
	[SKILL:2:SET_BONE:1]&lt;br /&gt;
	[SKILL:2:SUTURE:1]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:1]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:4:BREWING:3]&lt;br /&gt;
	[SKILL:4:PLANT:5]&lt;br /&gt;
	[SKILL:4:FORGE_ARMOR:1]&lt;br /&gt;
	[SKILL:5:COOK:2]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:5:FORGE_ARMOR:1]&lt;br /&gt;
	[SKILL:6:SMELT:1]&lt;br /&gt;
	[SKILL:6:METALCRAFT:5]&lt;br /&gt;
	[SKILL:6:WOOD_BURNING:1]&lt;br /&gt;
	[SKILL:7:MASONRY:3]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:1]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:30:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
	[ITEM:4:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
	[ITEM:16:FISH:NONE:POND_TURTLE:MALE]&lt;br /&gt;
	[ITEM:40:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:81:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]&lt;br /&gt;
	[ITEM:1:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
	[ITEM:1:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
	[ITEM:15:WOOD:NONE:PLANT_MAT:PINE:WOOD]&lt;br /&gt;
	[ITEM:9:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:2:CAT:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== PeridexisErrant's Dwarf Fortress Starter Pack (0.40.11 r2) ==&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title={{text anchor|GORNYS EASY PEASY START}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
    [TITLE:GORNYS EASY PEASY START]&lt;br /&gt;
    [SKILL:1:MINING:5]&lt;br /&gt;
    [SKILL:1:DIAGNOSE:3]&lt;br /&gt;
    [SKILL:1:SUTURE:1]&lt;br /&gt;
    [SKILL:1:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:2:MINING:5]&lt;br /&gt;
    [SKILL:2:DETAILSTONE:1]&lt;br /&gt;
    [SKILL:2:SMELT:1]&lt;br /&gt;
    [SKILL:2:FORGE_WEAPON:1]&lt;br /&gt;
    [SKILL:2:FORGE_FURNITURE:1]&lt;br /&gt;
    [SKILL:2:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:3:CARPENTRY:3]&lt;br /&gt;
    [SKILL:3:WOODCRAFT:2]&lt;br /&gt;
    [SKILL:3:BONECARVE:1]&lt;br /&gt;
    [SKILL:3:BOWYER:1]&lt;br /&gt;
    [SKILL:3:DESIGNBUILDING:1]&lt;br /&gt;
    [SKILL:3:WOOD_BURNING:1]&lt;br /&gt;
    [SKILL:3:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:4:MASONRY:3]&lt;br /&gt;
    [SKILL:4:CUTGEM:1]&lt;br /&gt;
    [SKILL:4:ENCRUSTGEM:1]&lt;br /&gt;
    [SKILL:4:STONECRAFT:3]&lt;br /&gt;
    [SKILL:4:DESIGNBUILDING:1]&lt;br /&gt;
    [SKILL:4:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:5:BUTCHER:1]&lt;br /&gt;
    [SKILL:5:BREWING:2]&lt;br /&gt;
    [SKILL:5:CHEESEMAKING:1]&lt;br /&gt;
    [SKILL:5:COOK:2]&lt;br /&gt;
    [SKILL:5:PLANT:2]&lt;br /&gt;
    [SKILL:5:HERBALISM:1]&lt;br /&gt;
    [SKILL:5:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:6:WOODCUTTING:2]&lt;br /&gt;
    [SKILL:6:MECHANICS:3]&lt;br /&gt;
    [SKILL:6:JUDGING_INTENT:2]&lt;br /&gt;
    [SKILL:6:APPRAISAL:2]&lt;br /&gt;
    [SKILL:6:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:7:ANIMALCARE:1]&lt;br /&gt;
    [SKILL:7:TANNER:1]&lt;br /&gt;
    [SKILL:7:CROSSBOW:2]&lt;br /&gt;
    [SKILL:7:ARMOR:1]&lt;br /&gt;
    [SKILL:7:SNEAK:2]&lt;br /&gt;
    [SKILL:7:DISCIPLINE:2]&lt;br /&gt;
    [SKILL:7:DODGING:1]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
    [ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_CROSSBOW:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:25:AMMO:ITEM_AMMO_BOLTS:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
    [ITEM:1:BAR:NONE:COAL:CHARCOAL]&lt;br /&gt;
    [ITEM:1:BAR:NONE:COAL:COKE]&lt;br /&gt;
    [ITEM:1:CRUTCH:NONE:PLANT_MAT:APPLE:WOOD]&lt;br /&gt;
    [ITEM:1:SPLINT:NONE:PLANT_MAT:APPLE:WOOD]&lt;br /&gt;
    [ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:QUIVER:NONE:CREATURE_MAT:ALPACA:LEATHER]&lt;br /&gt;
    [ITEM:1:FLASK:NONE:CREATURE_MAT:LLAMA:LEATHER]&lt;br /&gt;
    [ITEM:1:BACKPACK:NONE:CREATURE_MAT:ALPACA:LEATHER]&lt;br /&gt;
    [ITEM:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:BUCKET:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
    [ITEM:1:TOOL:ITEM_TOOL_NEST_BOX:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
    [ITEM:2:POWDER_MISC:NONE:INORGANIC:PLASTER]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_YELLOW]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_BLACK]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_RED]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_WHITE]&lt;br /&gt;
    [ITEM:1:BOULDER:NONE:INORGANIC:CLAY]&lt;br /&gt;
    [ITEM:7:SHOES:ITEM_SHOES_SOCKS:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:5:FISH:NONE:FISH_CAVE:FEMALE]&lt;br /&gt;
    [ITEM:1:FISH:NONE:FISH_CAVE:MALE]&lt;br /&gt;
    [ITEM:5:FISH:NONE:LOBSTER_CAVE:FEMALE]&lt;br /&gt;
    [ITEM:1:FISH:NONE:LOBSTER_CAVE:MALE]&lt;br /&gt;
    [ITEM:5:FISH:NONE:POND_TURTLE:MALE]&lt;br /&gt;
    [ITEM:1:FISH:NONE:POND_TURTLE:FEMALE]&lt;br /&gt;
    [ITEM:14:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
    [ITEM:20:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
    [ITEM:10:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
    [ITEM:10:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
    [ITEM:10:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
    [ITEM:10:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:YAK:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:WOMBAT:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:CHINCHILLA:MUSCLE]&lt;br /&gt;
    [ITEM:5:EGG:NONE:BIRD_EAGLE:FEMALE]&lt;br /&gt;
    [ITEM:2:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
    [ITEM:2:BOULDER:NONE:INORGANIC:GABBRO]&lt;br /&gt;
    [ITEM:1:BLOCKS:NONE:INORGANIC:GABBRO]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:ALPACA:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:LLAMA:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:CAMEL_1_HUMP:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:REINDEER:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:WATER_BUFFALO:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:YAK:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:HORSE:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:DONKEY:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:COW:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:SHEEP:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:PIG:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:GOAT:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:PIG:BLOOD]&lt;br /&gt;
    [PET:1:DOG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:DOG:FEMALE:TRAINED_HUNTER]&lt;br /&gt;
    [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
    [PET:4:BIRD_CHICKEN:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_CHICKEN:MALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_DUCK:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_DUCK:MALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_GOOSE:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_GOOSE:MALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_GUINEAFOWL:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_GUINEAFOWL:MALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_PEAFOWL_BLUE:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_PEAFOWL_BLUE:MALE:STANDARD]&lt;br /&gt;
    [PET:4:BIRD_TURKEY:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_TURKEY:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
{{gamedata|title={{text anchor|JKATZ MAXBOXES}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
    [TITLE:JKATZ MAXBOXES]&lt;br /&gt;
    [SKILL:1:DRESS_WOUNDS:5]&lt;br /&gt;
    [SKILL:1:SUTURE:5]&lt;br /&gt;
    [SKILL:2:SURGERY:5]&lt;br /&gt;
    [SKILL:2:SET_BONE:5]&lt;br /&gt;
    [SKILL:3:DIAGNOSE:5]&lt;br /&gt;
    [SKILL:3:JUDGING_INTENT:1]&lt;br /&gt;
    [SKILL:3:APPRAISAL:4]&lt;br /&gt;
    [SKILL:4:MASONRY:5]&lt;br /&gt;
    [SKILL:4:MECHANICS:5]&lt;br /&gt;
    [SKILL:5:CARPENTRY:5]&lt;br /&gt;
    [SKILL:5:DESIGNBUILDING:5]&lt;br /&gt;
    [SKILL:6:PLANT:5]&lt;br /&gt;
    [SKILL:6:CROSSBOW:1]&lt;br /&gt;
    [SKILL:6:SNEAK:1]&lt;br /&gt;
    [SKILL:6:DISCIPLINE:2]&lt;br /&gt;
    [SKILL:6:RANGED_COMBAT:1]&lt;br /&gt;
    [SKILL:7:BREWING:5]&lt;br /&gt;
    [SKILL:7:STONECRAFT:5]&lt;br /&gt;
    [ITEM:3:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
    [ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
    [ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
    [ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
    [ITEM:21:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
    [ITEM:11:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
    [ITEM:11:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
    [ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
    [ITEM:11:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
    [ITEM:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:ECHIDNA:LUNG]&lt;br /&gt;
    [ITEM:1:FISH:NONE:POND_TURTLE:FEMALE]&lt;br /&gt;
    [ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
    [ITEM:11:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:PLASTER]&lt;br /&gt;
    [ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_CROSSBOW:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:QUIVER:NONE:CREATURE_MAT:ALPACA:LEATHER]&lt;br /&gt;
    [ITEM:1:AMMO:ITEM_AMMO_BOLTS:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_YELLOW]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_WHITE]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_BLACK]&lt;br /&gt;
    [ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_RED]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:KANGAROO:MILK]&lt;br /&gt;
    [ITEM:1:LIQUID_MISC:NONE:CREATURE_MAT:YAK:MILK]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:WOMBAT:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:PORCUPINE:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:KANGAROO:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:WILD_BOAR:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:BIRD_TURKEY:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:BIRD_EAGLE:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:YAK:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:TOAD:MUSCLE]&lt;br /&gt;
    [ITEM:1:MEAT:NONE:CREATURE_MAT:GOAT_MOUNTAIN:MUSCLE]&lt;br /&gt;
    [PET:1:BIRD_TURKEY:MALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_TURKEY:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:DOG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
    [PET:1:SHEEP:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:SHEEP:MALE:STANDARD]&lt;br /&gt;
    [PET:1:PIG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:PIG:MALE:STANDARD]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{gamedata|title={{text anchor|Nonfish}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
    [TITLE:Nonfish]&lt;br /&gt;
    [SKILL:1:MINING:5]&lt;br /&gt;
    [SKILL:2:MINING:5]&lt;br /&gt;
    [SKILL:3:CARPENTRY:5]&lt;br /&gt;
    [SKILL:3:BOWYER:1]&lt;br /&gt;
    [SKILL:3:APPRAISAL:1]&lt;br /&gt;
    [SKILL:3:ORGANIZATION:1]&lt;br /&gt;
    [SKILL:3:RECORD_KEEPING:1]&lt;br /&gt;
    [SKILL:4:MASONRY:5]&lt;br /&gt;
    [SKILL:4:MECHANICS:1]&lt;br /&gt;
    [SKILL:4:DESIGNBUILDING:1]&lt;br /&gt;
    [SKILL:5:WOODCUTTING:3]&lt;br /&gt;
    [SKILL:5:BUTCHER:1]&lt;br /&gt;
    [SKILL:5:TANNER:1]&lt;br /&gt;
    [SKILL:5:HERBALISM:2]&lt;br /&gt;
    [SKILL:5:FISH:1]&lt;br /&gt;
    [SKILL:6:BREWING:1]&lt;br /&gt;
    [SKILL:6:PROCESSPLANTS:1]&lt;br /&gt;
    [SKILL:6:COOK:1]&lt;br /&gt;
    [SKILL:6:PLANT:5]&lt;br /&gt;
    [SKILL:7:SMELT:1]&lt;br /&gt;
    [SKILL:7:FORGE_WEAPON:1]&lt;br /&gt;
    [SKILL:7:CUTGEM:1]&lt;br /&gt;
    [SKILL:7:ENCRUSTGEM:1]&lt;br /&gt;
    [SKILL:7:STONECRAFT:1]&lt;br /&gt;
    [SKILL:7:BONECARVE:1]&lt;br /&gt;
    [SKILL:7:WOOD_BURNING:1]&lt;br /&gt;
    [SKILL:7:POTTERY:1]&lt;br /&gt;
    [ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
    [ITEM:20:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
    [ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
    [ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
    [ITEM:5:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
    [ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
    [ITEM:10:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
    [ITEM:3:QUIVER:NONE:CREATURE_MAT:BIRD_OWL_SNOWY:LEATHER]&lt;br /&gt;
    [ITEM:2:BUCKET:NONE:PLANT_MAT:MAPLE:WOOD]&lt;br /&gt;
    [ITEM:1:SPLINT:NONE:PLANT_MAT:MAPLE:WOOD]&lt;br /&gt;
    [ITEM:1:CRUTCH:NONE:PLANT_MAT:MAPLE:WOOD]&lt;br /&gt;
    [ITEM:5:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:5:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:5:BOX:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:3:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
    [ITEM:10:MEAT:NONE:CREATURE_MAT:CAT:MUSCLE]&lt;br /&gt;
    [ITEM:10:MEAT:NONE:CREATURE_MAT:CAT:GUT]&lt;br /&gt;
    [ITEM:10:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]&lt;br /&gt;
    [ITEM:5:FISH:NONE:FISH_CAVE:MALE]&lt;br /&gt;
    [ITEM:4:POWDER_MISC:NONE:INORGANIC:PLASTER]&lt;br /&gt;
    [PET:1:DOG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
    [PET:1:SHEEP:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:SHEEP:MALE:STANDARD]&lt;br /&gt;
    [PET:5:BIRD_TURKEY:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_TURKEY:MALE:STANDARD]&lt;br /&gt;
&lt;br /&gt;
}}{{gamedata|title={{text anchor|nebulatron - 2 Miners, Grower, Carpenter/Doctor, Hunter, Lumber/Craftsdwarf, and Cook/Brew}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
    [TITLE:nebulatron - 2 Miners, Grower, Carpenter/Doctor, Hunter, Lumber/Craftsdwarf, and Cook/Brew]&lt;br /&gt;
    [SKILL:1:MINING:5]&lt;br /&gt;
    [SKILL:1:ORGANIZATION:2]&lt;br /&gt;
    [SKILL:1:CONSOLE:1]&lt;br /&gt;
    [SKILL:1:PACIFY:1]&lt;br /&gt;
    [SKILL:1:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:2:MINING:5]&lt;br /&gt;
    [SKILL:2:WOODCRAFT:2]&lt;br /&gt;
    [SKILL:2:RECORD_KEEPING:2]&lt;br /&gt;
    [SKILL:2:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:3:PLANT:2]&lt;br /&gt;
    [SKILL:3:PERSUASION:3]&lt;br /&gt;
    [SKILL:3:JUDGING_INTENT:2]&lt;br /&gt;
    [SKILL:3:APPRAISAL:2]&lt;br /&gt;
    [SKILL:3:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:4:CARPENTRY:4]&lt;br /&gt;
    [SKILL:4:DESIGNBUILDING:1]&lt;br /&gt;
    [SKILL:4:DIAGNOSE:4]&lt;br /&gt;
    [SKILL:4:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:5:BUTCHER:1]&lt;br /&gt;
    [SKILL:5:TANNER:1]&lt;br /&gt;
    [SKILL:5:CROSSBOW:3]&lt;br /&gt;
    [SKILL:5:SNEAK:3]&lt;br /&gt;
    [SKILL:5:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:5:WRESTLING:1]&lt;br /&gt;
    [SKILL:6:MASONRY:4]&lt;br /&gt;
    [SKILL:6:STONECRAFT:2]&lt;br /&gt;
    [SKILL:6:BONECARVE:2]&lt;br /&gt;
    [SKILL:6:MECHANICS:1]&lt;br /&gt;
    [SKILL:6:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:7:WOODCUTTING:1]&lt;br /&gt;
    [SKILL:7:BREWING:2]&lt;br /&gt;
    [SKILL:7:COOK:2]&lt;br /&gt;
    [SKILL:7:MECHANICS:1]&lt;br /&gt;
    [SKILL:7:CONSOLE:1]&lt;br /&gt;
    [SKILL:7:PACIFY:1]&lt;br /&gt;
    [SKILL:7:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:7:LEADERSHIP:1]&lt;br /&gt;
    [ITEM:15:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
    [ITEM:15:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
    [ITEM:15:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
    [ITEM:15:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
    [ITEM:25:MEAT:NONE:CREATURE_MAT:YAK:MUSCLE]&lt;br /&gt;
    [ITEM:25:MEAT:NONE:CREATURE_MAT:BIRD_KEA:MUSCLE]&lt;br /&gt;
    [ITEM:1:ANVIL:NONE:INORGANIC:STEEL]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_CROSSBOW:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:2:QUIVER:NONE:CREATURE_MAT:BIRD_TURKEY:LEATHER]&lt;br /&gt;
    [ITEM:25:AMMO:ITEM_AMMO_BOLTS:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:49:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
    [ITEM:10:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
    [ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:WILLOW:WOOD]&lt;br /&gt;
    [PET:2:DOG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
    [PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
    [PET:6:BIRD_TURKEY:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_TURKEY:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
{{gamedata|title={{text anchor|Disciplined Craftlords (raw materials, advanced)}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
    [TITLE:Disciplined Craftlords (raw materials, advanced)]&lt;br /&gt;
    [SKILL:1:DETAILSTONE:3]&lt;br /&gt;
    [SKILL:1:MASONRY:3]&lt;br /&gt;
    [SKILL:1:CROSSBOW:1]&lt;br /&gt;
    [SKILL:1:DESIGNBUILDING:1]&lt;br /&gt;
    [SKILL:1:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:2:FORGE_ARMOR:3]&lt;br /&gt;
    [SKILL:2:METALCRAFT:3]&lt;br /&gt;
    [SKILL:2:CROSSBOW:1]&lt;br /&gt;
    [SKILL:2:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:3:FORGE_WEAPON:3]&lt;br /&gt;
    [SKILL:3:FORGE_FURNITURE:3]&lt;br /&gt;
    [SKILL:3:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:4:CUTGEM:3]&lt;br /&gt;
    [SKILL:4:ENCRUSTGEM:3]&lt;br /&gt;
    [SKILL:4:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:5:GLASSMAKER:3]&lt;br /&gt;
    [SKILL:5:JUDGING_INTENT:1]&lt;br /&gt;
    [SKILL:5:APPRAISAL:1]&lt;br /&gt;
    [SKILL:5:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:6:SIEGECRAFT:1]&lt;br /&gt;
    [SKILL:6:MECHANICS:3]&lt;br /&gt;
    [SKILL:6:DESIGNBUILDING:1]&lt;br /&gt;
    [SKILL:6:OPERATE_PUMP:1]&lt;br /&gt;
    [SKILL:6:ORGANIZATION:1]&lt;br /&gt;
    [SKILL:6:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:7:STONECRAFT:3]&lt;br /&gt;
    [SKILL:7:DESIGNBUILDING:1]&lt;br /&gt;
    [SKILL:7:CONSOLE:1]&lt;br /&gt;
    [SKILL:7:PACIFY:1]&lt;br /&gt;
    [SKILL:7:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:7:LEADERSHIP:1]&lt;br /&gt;
    [ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
    [ITEM:20:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]&lt;br /&gt;
    [ITEM:1:BAR:NONE:COAL:COKE]&lt;br /&gt;
    [ITEM:6:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
    [ITEM:6:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
    [ITEM:52:POWDER_MISC:NONE:INORGANIC:SAND_TAN]&lt;br /&gt;
    [ITEM:1:BAR:NONE:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
    [ITEM:5:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
    [ITEM:5:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
    [ITEM:5:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]&lt;br /&gt;
    [ITEM:5:MEAT:NONE:CREATURE_MAT:SHEEP:MUSCLE]&lt;br /&gt;
    [ITEM:5:MEAT:NONE:CREATURE_MAT:RABBIT:MUSCLE]&lt;br /&gt;
    [ITEM:5:MEAT:NONE:CREATURE_MAT:BIRD_CHICKEN:MUSCLE]&lt;br /&gt;
    [ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
    [ITEM:20:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
    [ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
    [ITEM:40:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
    [ITEM:14:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
    [ITEM:14:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
    [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
    [ITEM:7:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
    [ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:14:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
    [PET:4:DOG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
    [PET:1:PIG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:PIG:MALE:STANDARD]&lt;br /&gt;
    [PET:3:BIRD_GOOSE:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_GOOSE:MALE:STANDARD]&lt;br /&gt;
    [PET:7:BIRD_GUINEAFOWL:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_GUINEAFOWL:MALE:STANDARD]&lt;br /&gt;
}}{{gamedata|title={{text anchor|Disciplined Ruin Assault! (raw materials, advanced)}}|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
    [TITLE:Disciplined Ruin Assault! (raw materials, advanced)]&lt;br /&gt;
    [SKILL:1:SMELT:2]&lt;br /&gt;
    [SKILL:1:GLASSMAKER:2]&lt;br /&gt;
    [SKILL:1:WOOD_BURNING:2]&lt;br /&gt;
    [SKILL:1:POTTERY:2]&lt;br /&gt;
    [SKILL:2:MECHANICS:2]&lt;br /&gt;
    [SKILL:2:DESIGNBUILDING:3]&lt;br /&gt;
    [SKILL:2:DRESS_WOUNDS:1]&lt;br /&gt;
    [SKILL:2:DIAGNOSE:1]&lt;br /&gt;
    [SKILL:2:SURGERY:1]&lt;br /&gt;
    [SKILL:2:SET_BONE:1]&lt;br /&gt;
    [SKILL:2:SUTURE:1]&lt;br /&gt;
    [SKILL:3:CARPENTRY:2]&lt;br /&gt;
    [SKILL:3:HAMMER:1]&lt;br /&gt;
    [SKILL:3:CROSSBOW:2]&lt;br /&gt;
    [SKILL:3:SNEAK:1]&lt;br /&gt;
    [SKILL:3:DISCIPLINE:3]&lt;br /&gt;
    [SKILL:3:MELEE_COMBAT:1]&lt;br /&gt;
    [SKILL:4:BREWING:1]&lt;br /&gt;
    [SKILL:4:COOK:1]&lt;br /&gt;
    [SKILL:4:JUDGING_INTENT:1]&lt;br /&gt;
    [SKILL:4:APPRAISAL:1]&lt;br /&gt;
    [SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
    [SKILL:4:CONSOLE:1]&lt;br /&gt;
    [SKILL:4:LEADERSHIP:1]&lt;br /&gt;
    [SKILL:5:WOODCUTTING:3]&lt;br /&gt;
    [SKILL:5:HAMMER:1]&lt;br /&gt;
    [SKILL:5:CROSSBOW:1]&lt;br /&gt;
    [SKILL:5:SNEAK:1]&lt;br /&gt;
    [SKILL:5:DISCIPLINE:3]&lt;br /&gt;
    [SKILL:5:MELEE_COMBAT:1]&lt;br /&gt;
    [SKILL:6:MINING:2]&lt;br /&gt;
    [SKILL:6:MASONRY:2]&lt;br /&gt;
    [SKILL:6:STONECRAFT:1]&lt;br /&gt;
    [SKILL:6:HAMMER:1]&lt;br /&gt;
    [SKILL:6:CROSSBOW:1]&lt;br /&gt;
    [SKILL:6:DISCIPLINE:2]&lt;br /&gt;
    [SKILL:6:MELEE_COMBAT:1]&lt;br /&gt;
    [SKILL:7:MINING:2]&lt;br /&gt;
    [SKILL:7:FORGE_WEAPON:2]&lt;br /&gt;
    [SKILL:7:FORGE_ARMOR:2]&lt;br /&gt;
    [SKILL:7:HAMMER:1]&lt;br /&gt;
    [SKILL:7:CROSSBOW:1]&lt;br /&gt;
    [SKILL:7:DISCIPLINE:1]&lt;br /&gt;
    [SKILL:7:LEADERSHIP:1]&lt;br /&gt;
    [ITEM:11:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]&lt;br /&gt;
    [ITEM:21:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
    [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
    [ITEM:41:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
    [ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
    [ITEM:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
    [ITEM:3:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
    [ITEM:3:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
    [ITEM:30:POWDER_MISC:NONE:INORGANIC:SAND_TAN]&lt;br /&gt;
    [ITEM:7:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
    [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
    [ITEM:7:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
    [ITEM:7:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
    [ITEM:10:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
    [ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]&lt;br /&gt;
    [ITEM:8:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]&lt;br /&gt;
    [ITEM:2:WEAPON:ITEM_WEAPON_CROSSBOW:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:4:AMMO:ITEM_AMMO_BOLTS:INORGANIC:COPPER]&lt;br /&gt;
    [ITEM:6:TOOL:ITEM_TOOL_NEST_BOX:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
    [ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
    [PET:6:DOG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:DOG:MALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
    [PET:1:PIG:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:PIG:MALE:STANDARD]&lt;br /&gt;
    [PET:6:BIRD_TURKEY:FEMALE:STANDARD]&lt;br /&gt;
    [PET:1:BIRD_TURKEY:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Embark profile repository]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Forgotten_beast/gallery&amp;diff=292602</id>
		<title>Forgotten beast/gallery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Forgotten_beast/gallery&amp;diff=292602"/>
		<updated>2023-03-20T03:39:01Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a gallery of images that will be randomly displayed on [[Forgotten beast]]. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
File:Forgotbeast1.png|Aril was a forgotten beast. A towering skinless cobra. It has wings and it has a gaunt appearance. Beware its poisonous bite! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg1937497#msg1937497 post])&lt;br /&gt;
File:Shedim.png|Shedim was a forgotten beast. A great one-eyed wasp. It has a long, straight horn and it has a bloated body. Its slate gray exoskeleton is leathery. Beware its poisonous sting! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2017294#msg2017294 post])&lt;br /&gt;
File:forgottenbeastsedme.png|Sedme was a forgotten beast. An enormous porcupine with external ribs. It has a fat, bulging trunk and it is ravening. Its brown hair is long and straight. Beware its hunger for warm blood! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2101917#msg2101917 post])&lt;br /&gt;
File:Ica-WEB.png|Ica Oilypride the Assault of Onslaught was a forgotten beast. A huge hairy slug. It has thin wings of stretched skin and it undulates rhythmically. Its pine green hair is unkempt. Beware its webs! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2948148#msg2948148 post])&lt;br /&gt;
File:Unu-Retouched-web.png|Unu the Phlegm of Cancer was a forgotten beast. An enormous scaly tarantula. It has a broad shell and it undulates rhythmically. Its pumpkin scales are oval-shaped and overlapping. Beware its poisonous bite! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2956043#msg2956043 post])&lt;br /&gt;
File:Finished WEB.png|Nolthag was a forgotten beast. A gigantic three-eyed six-legged dimetrodon. It is slavering. Its pearl scales are blocky and set far apart. Beware its noxious secretions! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2968159#msg2968159 post])&lt;br /&gt;
File:FB nolthag.png|Nolthag was a forgotten beast. A gigantic three-eyed six-legged dimetrodon. It is slavering. Its pearl scales are blocky and set far apart. Beware its noxious secretions! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2965333#msg2965333 post])&lt;br /&gt;
File:Tumblr lyxkfqljuN1r8pzvmo1 1280.jpg|Nolthag was a forgotten beast. A gigantic three-eyed six-legged dimetrodon. It is slavering. Its pearl scales are blocky and set far apart. Beware its noxious secretions! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2960694#msg2960694 post])&lt;br /&gt;
File:UstxuWEB.png|Ustxu was a forgotten beast. A towering eight-legged coyote with external ribs. It undulates rhythmically. Its mint green hair is patchy. Beware its poisonous sting! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3089123#msg3089123 post])&lt;br /&gt;
File:596aa.png|Idi was a forgotten beast. A towering one-eyed monkey. It has thin wings of stretched skin. Its fern green hair is patchy. Beware its poison gas! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3125577#msg3125577 post])&lt;br /&gt;
File:Coralman by wolfofragnarok-d4zauxa.png|Egngun was a forgotten beast. A gigantic humanoid composed of coral. It has a long, spiral horn and it squirms and fidgets. Beware its deadly dust! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3269783#msg3269783 post])&lt;br /&gt;
File:Aspadechomurked-small.png|Aspad Echoedmurk was a forgotten beast. A towering humanoid composed of grime and filth. It has wings and it squirms and fidgets. Beware its deadly dust! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3300738#msg3300738 post])&lt;br /&gt;
File:257b2.png|Thebi was a forgotten beast. A towering hairy eight-legged crocodile. It has a gaunt appearance. Its amethyst hair is long and shaggy. Beware its poisonous sting! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3411655#msg3411655 post])&lt;br /&gt;
File:BF2z6.jpg|Nuglush was a forgotten beast. An enormous eyeless lobster. It has large mandibles and it undulates rhythmically. Its white exoskeleton is warty. Beware its poisonous sting! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3446312#msg3446312 post])&lt;br /&gt;
File:36608.png|Omli Adothusel was a forgotten beast. A great one-eyed cricket. It has a broad shell and it has a bloated body. Its eye glows violet. Its red exoskeleton is waxy. Beware its poisonous sting! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3552046#msg3552046 post])&lt;br /&gt;
File:Thol zps21043ef4.png|Thol was a forgotten Beast. A gigantic skinless bison twisted into humanoid form. It undulates rhythmically. Beware its poison gas! ([http://www.bay12forums.com/smf/index.php?topic=76346.msg3897241#msg3897241 post])&lt;br /&gt;
File:Eci-sarasti.jpg|Eci the Brilliant Coast was a forgotten beast, a great one-eyed newt. It has three short horns and it has a gaunt appearance. Its emerald skin is sleek and smooth. Beware its deadly blood! ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])&lt;br /&gt;
File:Piware-sarasti.jpg|Piware was a forgotten beast, a towering quadruped composed of snow. It has large mandibles and it undulates rhythmically. ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])&lt;br /&gt;
File:Snodub-sarasti.jpg|Snodub Sposnusmunstu was a forgotten beast, a great quadruped composed of water. It has wings and it undulates rhythmically. Beware its deadly spittle! ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/gallery&amp;gt;&amp;lt;!-- Add images directly above this line (each image goes on a separate line) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Images}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Harry,_Ramone,_Sid_and_Bowie&amp;diff=292601</id>
		<title>Harry, Ramone, Sid and Bowie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Harry,_Ramone,_Sid_and_Bowie&amp;diff=292601"/>
		<updated>2023-03-20T03:34:57Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Four_pigs.jpg|thumb|From left to right (ignoring the [[Toady One|hum]][[ThreeToe|ans]]): Harry, Ramone, Sid, Bowie, adopted by [[ThreeToe]] in March 2019. ]]&lt;br /&gt;
&lt;br /&gt;
'''Harry''', '''Ramone''', '''Sid''' and '''Bowie''' are four [[cavy|cavies]] kept by [[ThreeToe]].&lt;br /&gt;
On September 9, 2019 their adoption was announced on the official Bay 12 site. [http://www.bay12games.com/dwarves/dev_2019.html#2019-03-09]&lt;br /&gt;
&lt;br /&gt;
{{Category|Community}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Init.txt/raw/classic&amp;diff=292600</id>
		<title>Init.txt/raw/classic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Init.txt/raw/classic&amp;diff=292600"/>
		<updated>2023-03-20T03:29:35Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WARNING: Do NOT copy over the init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and mods from older DF versions, but you should not copy anything else.  You should not, under any circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change this to turn sound off.&lt;br /&gt;
&lt;br /&gt;
[SOUND:YES]&lt;br /&gt;
&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
&lt;br /&gt;
[MASTER_VOLUME:255]&lt;br /&gt;
[MUSIC_VOLUME:255]&lt;br /&gt;
[AMBIENCE_VOLUME:230]&lt;br /&gt;
[SFX_VOLUME:204]&lt;br /&gt;
&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&lt;br /&gt;
&lt;br /&gt;
[WINDOWED:NO]&lt;br /&gt;
&lt;br /&gt;
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:1200]&lt;br /&gt;
[WINDOWEDY:800]&lt;br /&gt;
[FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
You may disable window resizing if you wish.&lt;br /&gt;
&lt;br /&gt;
[RESIZABLE:YES]&lt;br /&gt;
&lt;br /&gt;
Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.&lt;br /&gt;
&lt;br /&gt;
[FULLSCREENX:0]&lt;br /&gt;
[FULLSCREENY:0]&lt;br /&gt;
[FULLFONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
This font is used during the initial load sequence and menus.&lt;br /&gt;
&lt;br /&gt;
[BASIC_FONT:curses_640x300.png]&lt;br /&gt;
&lt;br /&gt;
If this is set to YES, the game will try to enlarge the interface to the desired size if the window is large enough to accommodate it.  If the window is too small, nothing will happen.  The game will err on the side of making the grid larger.&lt;br /&gt;
&lt;br /&gt;
[INTERFACE_SCALING_TO_DESIRED_GRID:YES]&lt;br /&gt;
[INTERFACE_SCALING_DESIRED_GRID_WIDTH:170]&lt;br /&gt;
[INTERFACE_SCALING_DESIRED_GRID_HEIGHT:64]&lt;br /&gt;
&lt;br /&gt;
If INTERFACE_SCALING_TO_DESIRED_GRID is set to NO, the game will scale the interface using a fixed percentage.  The game increases the font one pixel at a time and will err on the side of making the grid larger.&lt;br /&gt;
&lt;br /&gt;
[INTERFACE_SCALING_PERCENTAGE:100]&lt;br /&gt;
&lt;br /&gt;
For wider monitors, restrict the width of the interface-heavy screens to a percentage of the total width.  Does not affect the main play area.  Some elements like the elevation bar and minimap may go outside this range (rather than cut the screen in half.)&lt;br /&gt;
&lt;br /&gt;
[MAXIMUM_INTERFACE_PERCENTAGE:100]&lt;br /&gt;
&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
&lt;br /&gt;
[FPS:NO]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
&lt;br /&gt;
You may set FPS_CAP to 0 to make it uncapped.&lt;br /&gt;
&lt;br /&gt;
[FPS_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
&lt;br /&gt;
[G_FPS_CAP:50]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.&lt;br /&gt;
&lt;br /&gt;
[KEY_HOLD_MS:250]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_MS:150]&lt;br /&gt;
&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
&lt;br /&gt;
Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to start with the classic ASCII tileset.&lt;br /&gt;
&lt;br /&gt;
[USE_CLASSIC_ASCII:YES]&lt;br /&gt;
&lt;br /&gt;
{{Category|Files}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=D_init.txt/raw&amp;diff=292599</id>
		<title>D init.txt/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=D_init.txt/raw&amp;diff=292599"/>
		<updated>2023-03-20T03:28:33Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WARNING: Do NOT copy over the d_init.txt from an earlier version of DF.&lt;br /&gt;
Always read the file carefully, including the comments.&lt;br /&gt;
&lt;br /&gt;
In general, you can copy savegames and mods from older DF versions, but you should not copy anything else.  You should not, under any circumstances, unpack a new DF on top of an older one.&lt;br /&gt;
&lt;br /&gt;
Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL, SEMIANNUALLY, or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  Autosaves cycle through 3 slots, so be sure to use manual saves if you want to retain something more permanent.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.&lt;br /&gt;
&lt;br /&gt;
[AUTOSAVE:SEMIANNUAL]&lt;br /&gt;
[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&lt;br /&gt;
&lt;br /&gt;
[INITIAL_SAVE:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to NO to make Dwarf Fortress remain in the saved pause state when you load an active game.&lt;br /&gt;
&lt;br /&gt;
[PAUSE_ON_LOAD:YES]&lt;br /&gt;
&lt;br /&gt;
Set this to YES if you want Dwarf Fortress to show the warning window for embark site selection even if there are no issues (as a way of confirming your choice).&lt;br /&gt;
&lt;br /&gt;
[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
&lt;br /&gt;
This option controls whether or not your choice to embark has a confirmation window after you have selected any dwarves and equipment.  Valid choices are ALWAYS, IF_POINTS_REMAIN and NO.&lt;br /&gt;
&lt;br /&gt;
[POST_PREPARE_EMBARK_CONFIRMATION:IF_POINTS_REMAIN]&lt;br /&gt;
&lt;br /&gt;
You can change the option below to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
&lt;br /&gt;
Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.&lt;br /&gt;
&lt;br /&gt;
[TEMPERATURE:YES]&lt;br /&gt;
[WEATHER:YES]&lt;br /&gt;
[CAVEINS:YES]&lt;br /&gt;
[ARTIFACTS:YES]&lt;br /&gt;
[TESTING_ARENA:YES]&lt;br /&gt;
[WALKING_SPREADS_SPATTER_DWF:NO]&lt;br /&gt;
[WALKING_SPREADS_SPATTER_ADV:YES]&lt;br /&gt;
[KEYBOARD_CURSOR:NO]&lt;br /&gt;
&lt;br /&gt;
Change this to YES to output the reasons for world map rejection into a file.&lt;br /&gt;
&lt;br /&gt;
[LOG_MAP_REJECTS:NO]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&lt;br /&gt;
&lt;br /&gt;
[EMBARK_RECTANGLE:4:4]&lt;br /&gt;
&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
[PATH_COST:1:2:5:25]&lt;br /&gt;
&lt;br /&gt;
Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.&lt;br /&gt;
&lt;br /&gt;
[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a monarch and 100 to obtain the current game features.  The strict cap also stops fort births.  Both caps can be violated by a few special cases, like the arrival of the monarch if you qualify.&lt;br /&gt;
&lt;br /&gt;
[POPULATION_CAP:200]&lt;br /&gt;
[STRICT_POPULATION_CAP:220]&lt;br /&gt;
&lt;br /&gt;
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&lt;br /&gt;
&lt;br /&gt;
[BABY_CHILD_CAP:100:1000]&lt;br /&gt;
&lt;br /&gt;
You can set the maximum number of visitors to your fort here.  This does not include merchants, diplomats, animals or invaders, but only those either dropping by for a temporary visit to a tavern, library or temple, or those seeking permanent employment.  Once you accept a petition from a visitor to stay at your fort, they no longer count against the cap, even if they never become a full citizen.  Certain traveling groups (e.g. quester parties) may also push slightly over the cap.&lt;br /&gt;
&lt;br /&gt;
[VISITOR_CAP:100]&lt;br /&gt;
&lt;br /&gt;
Use the specific seed cap to set the maximum number of seeds of each kind generally allowed in the fortress.  Use the fortress seed cap to control the overall number of seeds allowed.  Seeds over the global cap will be periodically removed, starting with the oldest and most worthless seeds.&lt;br /&gt;
&lt;br /&gt;
[SPECIFIC_SEED_CAP:200]&lt;br /&gt;
[FORTRESS_SEED_CAP:3000]&lt;br /&gt;
&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
&lt;br /&gt;
[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
&lt;br /&gt;
If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
&lt;br /&gt;
[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
&lt;br /&gt;
Set this to YES to show up and down arrows on ramps at the current elevation.&lt;br /&gt;
&lt;br /&gt;
[SHOW_RAMP_ARROWS:NO]&lt;br /&gt;
&lt;br /&gt;
This number (from 0 to 8) determines how many elevations will be shown below the current elevation.&lt;br /&gt;
&lt;br /&gt;
[NUMBER_OF_LOWER_ELEVATIONS_SHOWN:8]&lt;br /&gt;
&lt;br /&gt;
If you'd prefer to leave the history behind every engraving for your adventurers to discover, then set this to NO.&lt;br /&gt;
&lt;br /&gt;
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&lt;br /&gt;
&lt;br /&gt;
You can use these to say how nicknames are displayed in each mode&lt;br /&gt;
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&lt;br /&gt;
&lt;br /&gt;
[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
Set this number to scale how often grazing animals need to eat.  Larger numbers mean less food is necessary.  Metabolism is always set according to the 3/4ths power of size.&lt;br /&gt;
&lt;br /&gt;
[GRAZE_COEFFICIENT:100]&lt;br /&gt;
&lt;br /&gt;
This is the maximum dimension of the embark site for fortress mode.  It can be as high as 16, but you must have a lot of memory for that to work, so change this at your own risk.&lt;br /&gt;
&lt;br /&gt;
[MAXIMUM_EMBARK_DIM:6]&lt;br /&gt;
&lt;br /&gt;
{{Category|Files}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Legends_mode&amp;diff=292598</id>
		<title>Category:Legends mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Legends_mode&amp;diff=292598"/>
		<updated>2023-03-20T03:23:58Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains pages relating to, or with information about, features that can be observed in [[Legends|Legends mode]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Game]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Rock_Salt_Sample.png&amp;diff=292597</id>
		<title>File:Rock Salt Sample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Rock_Salt_Sample.png&amp;diff=292597"/>
		<updated>2023-03-20T03:20:54Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Changed redirect target from File:RockSaltSample.png to File:Rock saltSample.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Rock saltSample.png]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Petrified_Wood_Sample.png&amp;diff=292596</id>
		<title>File:Petrified Wood Sample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Petrified_Wood_Sample.png&amp;diff=292596"/>
		<updated>2023-03-20T03:20:35Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Changed redirect target from File:PetrifiedWood Sample.png to File:Petrified woodSample.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Petrified woodSample.png]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bituminous_Coal_Sample.png&amp;diff=292595</id>
		<title>File:Bituminous Coal Sample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bituminous_Coal_Sample.png&amp;diff=292595"/>
		<updated>2023-03-20T03:20:00Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Changed redirect target from File:Bituminous coalSample.png to File:BituminousCoalSample.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:BituminousCoalSample.png]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:PetrifiedWood_Sample.png&amp;diff=292594</id>
		<title>File:PetrifiedWood Sample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:PetrifiedWood_Sample.png&amp;diff=292594"/>
		<updated>2023-03-20T03:19:40Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Changed redirect target from File:PetrifiedWoodSample.png to File:Petrified woodSample.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Petrified woodSample.png]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Giant_redwing_blackbird_sprite.png&amp;diff=292593</id>
		<title>File:Giant redwing blackbird sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Giant_redwing_blackbird_sprite.png&amp;diff=292593"/>
		<updated>2023-03-20T03:19:15Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Changed redirect target from File:Giant redwing-blackbird sprite.png to File:Giant red-winged blackbird sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Giant red-winged blackbird sprite.png]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Alligator_Snapping_Turtle.png&amp;diff=292592</id>
		<title>File:Alligator Snapping Turtle.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Alligator_Snapping_Turtle.png&amp;diff=292592"/>
		<updated>2023-03-20T03:18:46Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: Changed redirect target from File:Alligator Snapping Turtle sprite.png to File:Alligator snapping turtle sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Alligator snapping turtle sprite.png]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292591</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292591"/>
		<updated>2023-03-20T03:12:53Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Legends mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording [[Legends|history]]. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s. Art in the form of [[Book|written works]], which can be created by [[scholar]]s in your [[fortress]], will often reference historical events, or describe [[civilization]]s, smaller [[army|groups]], or [[historical figure]]s. Your [[citizenship|citizens]], as well as [[Visitor|visiting]] scholars, can even create written works on the [[Book#Art|subject of art]] itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events. They can even become [[Legendary artifact|artifacts]] and coveted [[Legendary_artifact#Non-player_artifacts|heirlooms]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292590</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292590"/>
		<updated>2023-03-20T03:12:23Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Legends mode */ Art becoming legendary artifcacts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording [[Legends|history]]. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s. Art in the form of [[Book|written works]], which can be created by [[scholar]]s in your [[fortress]], will often reference historical events, or describe [[civilization]]s, smaller [[army|groups]], or [[historical figure]]s. Your [[citizenship|citizens]], as well as [[Visitor|visiting]] scholars, can even create written works on the [[Book#Art|subject of art]] itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events. They can often become [[Legendary artifact|artifacts]] and coveted [[Legendary_artifact#Non-player_artifacts|heirlooms]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292589</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292589"/>
		<updated>2023-03-20T03:07:40Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Fortress mode */ +link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording [[Legends|history]]. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s. Art in the form of [[Book|written works]], which can be created by [[scholar]]s in your [[fortress]], will often reference historical events, or describe [[civilization]]s, smaller [[army|groups]], or [[historical figure]]s. Your [[citizenship|citizens]], as well as [[Visitor|visiting]] scholars, can even create written works on the [[Book#Art|subject of art]] itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292588</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292588"/>
		<updated>2023-03-20T03:07:00Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Fortress mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording [[Legends|history]]. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s. Art in the form of [[Book|written works]], which can be created by [[scholar]]s in your [[fortress]], will often reference historical events, or describe [[civilization]]s, smaller [[army|groups]], or [[historical figure]]s. Your [[citizenship|citizens]], as well as visiting scholars, can even create written works on the [[Book#Art|subject of art]] itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292587</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292587"/>
		<updated>2023-03-20T03:05:04Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Fortress mode */ Art books&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording [[Legends|history]]. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s. Art in the form of [[Book|written works]], which can be created by [[scholar]]s in your [[fortress]], will often reference historical events, or describe [[civilization]]s, smaller [[army|groups]], or [[historical figure]]s. Your [[citizenship|citizens]] can even create written works on the [[Book#Art|subject of art]] itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292586</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292586"/>
		<updated>2023-03-20T03:03:25Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Fortress mode */ Scholar topic added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording [[Legends|history]]. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s. Art in the form of [[Book|written works]], which can be created by [[scholar]]s in your [[fortress]], will often reference historical events, or describe [[civilization]]s, smaller [[army|groups]], or [[historical figure]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292585</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292585"/>
		<updated>2023-03-20T02:52:44Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Fortress mode */ Expanded upon topic in general. +links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording [[Legends|history]]. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s. Art in the form of [[Book|written works]] will often be on the subject of historical events, or describe [[civilization]]s, smaller [[army|groups]], or [[historical figure]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=292584</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=292584"/>
		<updated>2023-03-20T02:42:05Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to [[Legends|previous events]], but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely hate]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify [[art|image]]&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the [[preferences|choice]] of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing engraved natural walls/floors will remove the engraving without triggering the negative thought. However, removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).{{verify|copied from the old version... but I realize I don't know if this is actually the case, and the old values were all examples of what could be, not what has been shown.}}&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. the rooms have double-doors rather than single doors) will also share the floor tile underneath the door. However, having only a single door between two walls will not cause an overlap penalty, which allows internal offices and bedrooms inside of houses to function. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turn red and gain &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and since rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/ According to Reddit user TBTerra]:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292583</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292583"/>
		<updated>2023-03-20T02:40:34Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Fortress mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]].]]&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292582</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292582"/>
		<updated>2023-03-20T02:40:15Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Fortress mode */ Thumnail of group symbol engraving. +links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:Description_engraving_symbol_v50.07_01.png|400px|thumb|right|Description of an engraved image, depicting a [[civilization]]'s [[Names_and_symbols#Symbols|group symbol]]]].&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=292581</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=292581"/>
		<updated>2023-03-20T02:37:56Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: /* Process */ +links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely hate]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify [[art|image]]&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the [[preferences|choice]] of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing engraved natural walls/floors will remove the engraving without triggering the negative thought. However, removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).{{verify|copied from the old version... but I realize I don't know if this is actually the case, and the old values were all examples of what could be, not what has been shown.}}&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. the rooms have double-doors rather than single doors) will also share the floor tile underneath the door. However, having only a single door between two walls will not cause an overlap penalty, which allows internal offices and bedrooms inside of houses to function. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turn red and gain &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and since rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/ According to Reddit user TBTerra]:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_value&amp;diff=292580</id>
		<title>Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_value&amp;diff=292580"/>
		<updated>2023-03-20T02:36:50Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|value optimization|[[Maximizing value]]}}&lt;br /&gt;
{{for/see|cultural values|[[Personality trait]]}}&lt;br /&gt;
{{for/see|room values|[[Zones#Quality_and_value|Zones: Quality and value]]}}&lt;br /&gt;
&lt;br /&gt;
[[File:value_icon.png|100px|right]]'''Item value''' is determined by a number of factors: the form of the item, the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
The '''final value''' of an item is the '''base value''' of the form of the item (e.g. [[block]] ''or'' [[statue]]) multiplied by the '''material multiplier''' (e.g. [[granite]] ''or'' [[gold]]), multiplied by the '''quality modifier''' (e.g. fine ''or'' masterful) if any, then summed with the final value of all '''[[decoration]]s'''.&lt;br /&gt;
&lt;br /&gt;
=Base values of items=&lt;br /&gt;
The '''base value''' of an item is determined by the form of the item, not what it is made out of. For example, a [[wood]] [[block]] uses the '''base value''' for a block; a native gold block uses the ''same'' '''base value''', since it too is in the form of a &amp;quot;block&amp;quot;. In both cases, the '''final value''' is then determined by adjusting the base value with the appropriate modifiers.&lt;br /&gt;
&lt;br /&gt;
==Items without quality levels==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Base Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Log]], [[Stone]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Bar]], [[Block]], [[Leather]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]], [[Gem]] (rough)&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Ballista arrowhead]], [[cheese]], [[Honeycomb]]&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Gem]] (cut)&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|Varies||live vermin, tame vermin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Items with quality levels==&lt;br /&gt;
=== Misc. items ===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Base Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1/50||[[Coin]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||[[Die]], Orthopedic [[cast]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Paper]] &amp;amp; [[Papyrus]] sheets&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Cloth]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&lt;br /&gt;
[[Animal trap]],  [[Temple#Shrines|Altar]], [[Jewelry|Amulet]], [[Anvil]], [[Armor stand]], [[Backpack]], [[Barrel]], [[Bed]], [[Bin]], [[Book]], [[Bookcase]], [[Tool|Bowl]], [[Container|Box]], [[Jewelry|Bracelet]], [[Bucket]], [[Cabinet]], [[Cage]], [[Chain]], [[Chair]], [[Tool|Cleaver]], [[Coffin]], [[Jewelry|Crown]], [[Crutch]], [[Decoration]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, [[Display case|Display Case]], [[Door]], [[Jewelry|Earring]], [[Figurine]], [[Flask]], [[Floodgate]], [[Tool|Fork]], [[Goblet|Goblet/mug/cup]], [[Grate]], [[Hatch cover]], [[Tool|Helve]], [[Hive]], [[Instrument]] ''(non-main components)'',  [[Jug]], [[Tool|Knives]], [[Tool|Ladle]], [[Gem|Large gem]], [[Large pot]], [[Millstone]], [[Tool|Mortar]], [[Nest box]], [[Pedestal]], [[Tool|Pestle]], [[Pipe section]], [[Tool|Pouch]], [[Prepared meal]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, [[Quiver]], [[Quern]], [[Jewelry|Ring]], [[Craft|Scepter]], [[Book|Scroll Roller]], [[Slab]], [[Tool|Stone axe]], [[Health care|Splint]], [[Table]], [[Totem]], [[Toy]],  [[Weapon rack]], [[Trap component]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20|| [[Book|Quire/Scroll]], [[Siege engine|Siege ammo]], [[Health care|Traction bench]]&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Window]], [[Statue]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Siege engine|Ballista part]], [[Siege engine|Catapult part]], [[Mechanism]]&lt;br /&gt;
|-&lt;br /&gt;
|50|| [[Tool|Cauldron]], [[Instrument]] ''(main part)'', [[Minecart]], [[Parchment]] sheet, [[Stepladder]], [[Wheelbarrow]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|200||Parchment [[Book|Quire/Scroll]]&lt;br /&gt;
|-&lt;br /&gt;
|''variable''&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; ||[[Weapon]], [[Armor]], [[Clothing|Shoe]], [[Shield]], [[Armor|Helm]], [[Clothing|Glove]], [[Ammunition|Ammo]], [[Clothing|Pants]]&lt;br /&gt;
|}&lt;br /&gt;
: ''Notes'':&lt;br /&gt;
:* 1) Coins minted at a forge are always of base quality&lt;br /&gt;
:* 2) Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod) and the [[thread]] (without quality). [[Dye]]s are added separately (with quality), as a powder, not a decoration.&lt;br /&gt;
:* 3) &amp;quot;[[Decoration]]s&amp;quot; include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is encircled with bands of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. Decorations of [[bolt]]s have a 1/3 base value instead.&lt;br /&gt;
:* 4) Prepared meals always have a base value of 10, with a quality modifier. Each ingredient is calculated separately, with its own base value and &amp;quot;minced&amp;quot; quality modifier. The total value of a meal stack is the sum of the above values multiplied by the total quantity, regardless of the proportion of ingredients. A more thorough explanation and example exists at the [[DF2012:Cook#Prepared_Meal_Value|Cook]] page.&lt;br /&gt;
:* 5) These items have their value based on their properties - see categories below:&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
: The base value of a melee weapon is (SIZE / 50) + 1; if the weapon has any EDGE attacks, its value is doubled. Ranged weapons simply have a value of 10.&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Weapon values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Weapon&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Whip]]&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Training weapon|Training sword]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|9||[[Training weapon|Training spear]], [[War hammer]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Crossbow]], [[Blowgun]], [[Bow]], [[dagger|Large dagger]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||[[Flail]]&lt;br /&gt;
|-&lt;br /&gt;
|14||[[Scourge]], [[Scimitar]], [[Short sword]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|17||[[Training weapon|Training axe]], [[Mace]]&lt;br /&gt;
|-&lt;br /&gt;
|18||[[Spear]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|22||[[Pick]], [[Morningstar]]&lt;br /&gt;
|-&lt;br /&gt;
|27||[[Maul]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Long sword]]&lt;br /&gt;
|-&lt;br /&gt;
|34||[[Battle axe]], [[Pike]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|38||[[Two-handed sword]]&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Halberd]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|54||[[Great axe]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
: The base value of a single unit of ammo is (SIZE / 200) + 1.&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Ammo values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Ammo&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]&lt;br /&gt;
|}&lt;br /&gt;
Value listed is for a single bolt, not stacks of bolts. Multiply the single value by the stack size for total value of a stack. (e.g. 1 [[bar]] of metal = stack of 25 bolts, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
: The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.&lt;br /&gt;
:* UPSTEP cannot be greater than 3&lt;br /&gt;
:* BLOCKCHANCE cannot be greater than 100&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Shield values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Shields&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 14 || Buckler&lt;br /&gt;
|-&lt;br /&gt;
| 27 || Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Headwear ===&lt;br /&gt;
: The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.&lt;br /&gt;
* LAYER_SIZE and COVERAGE cannot be greater than 100&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Helm values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Helm&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 5 || Cap, Head Veil, Face Veil, Headscarf&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Mask, Turban&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 8 || Hood&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Helm&lt;br /&gt;
|}&lt;br /&gt;
=== Armor / torso ===&lt;br /&gt;
''(Note - When DF speaks of clothing, &amp;quot;armor&amp;quot; refers to anything worn on the torso, i.e.  shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. Combat-quality &amp;quot;[[armor]]&amp;quot; pieces are listed here by their location.)''&lt;br /&gt;
: The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1.&lt;br /&gt;
:* UBSTEP and LBSTEP cannot be greater than 3&lt;br /&gt;
:* LAYER_SIZE and COVERAGE cannot be greater than 100&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Armor values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Cape, Vest&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 15 || Breastplate&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Tunic&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 20 || Mail shirt&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Leather armor&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 22 || Shirt&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Toga&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 26 || Cloak&lt;br /&gt;
|-&lt;br /&gt;
| 27 || Coat&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 31 || Dress&lt;br /&gt;
|-&lt;br /&gt;
| 33 || Robe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Legwear ===&lt;br /&gt;
: The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1&lt;br /&gt;
:* LBSTEP cannot be greater than 3&lt;br /&gt;
:* LAYER_SIZE and COVERAGE cannot be greater than 100&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Pants values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Pants&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 5 || Thong&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Loincloth&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 13 || Short skirt&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Skirt, Braies&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 22 || Long skirt&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Trouser, Leggings, Greaves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hand- &amp;amp; footwear ===&lt;br /&gt;
: The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.&lt;br /&gt;
:* UPSTEP cannot be greater than 3&lt;br /&gt;
:* LAYER_SIZE and COVERAGE cannot be greater than 100&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Glove values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Gloves&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 6 || Gloves&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Mittens&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 11* || Gauntlets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Shoe values&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Base Value&lt;br /&gt;
! Shoes&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 6 || Socks&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Shoes&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 9 || Sandals, low boots*&lt;br /&gt;
|-&lt;br /&gt;
| 12 || High boots*&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
| 15 || Chausses&lt;br /&gt;
|}&lt;br /&gt;
::: * Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
The material multiplier for an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of, and can be further augmented using [MULTIPLY_VALUE:#]. A wood block uses the same material multiplier as a wood [[log]] or a wooden [[Box|chest]] -  that is the material value for wood, which is 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Stone]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Common stone]]&lt;br /&gt;
|-&lt;br /&gt;
|×2||[[Cassiterite]], [[Garnierite]], [[Malachite]], [[Native copper]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×3||[[Tetrahedrite]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|×5||[[Galena]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|×10||[[Horn silver]], [[Native silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×30||[[Native gold]]&lt;br /&gt;
|-&lt;br /&gt;
|×40||[[Native aluminum]], [[Native platinum]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Gem]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×2||[[Banded agate]], [[Bloodstone]], [[Blue jade]], [[Brown jasper]], [[Carnelian]], [[Chrysocolla]], [[Chrysoprase]], [[Citrine]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Gray chalcedony]], [[Lace agate]], [[Lapis lazuli]], [[Lavender jade]], [[Milk quartz]], [[Moonstone]], [[Morion]], [[Moss agate]], [[Onyx]], [[Pink jade]], [[Plume agate]], [[Prase]], [[Pyrite]], [[Rock crystal]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Smoky quartz]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Tube agate]], [[Turquoise]], [[Variscite]], [[White chalcedony]], [[White jade]], [[Yellow jasper]]&lt;br /&gt;
|-&lt;br /&gt;
|×3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|×15||[[Fire opal]], [[Jelly opal]], [[Melanite]], [[Pink tourmaline]], [[Red tourmaline]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Bandfire opal]], [[Black pyrope]], [[Black zircon]], [[Brown zircon]], [[Cat's eye]], [[Chrysoberyl]], [[Cinnamon grossular]], [[Claro opal]], [[Clear garnet]], [[Crystal opal]], [[Golden beryl]], [[Goshenite]], [[Green jade]], [[Green tourmaline]], [[Green zircon]], [[Harlequin opal]], [[Heliodor]], [[Honey yellow beryl]], [[Kunzite]], [[Levin opal]], [[Morganite]], [[Peridot]], [[Pinfire opal]], [[Pink garnet]], [[Precious fire opal]], [[Purple spinel]], [[Red beryl]], [[Red flash opal]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Rhodolite]], [[Rubicelle]], [[Tanzanite]], [[Topaz]], [[Topazolite]], [[Violet spessartine]], [[White opal]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|×25||[[Clear zircon]], [[Indigo tourmaline]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]&lt;br /&gt;
|-&lt;br /&gt;
|×40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Metal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|×3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|×5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|×7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|×10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|×20||[[Electrum]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|×30||[[Gold]], [[Steel]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|×300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Animal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×1||all [[animal]]s not listed below&lt;br /&gt;
|-&lt;br /&gt;
|×2||[[adder]], [[beak dog]], [[black bear]], [[black mamba]], [[bobcat]], [[bushmaster]], [[capybara]], [[copperhead snake]], [[cougar]], [[coyote]], [[dingo]], [[elk]], [[giant cave swallow]], [[giant dingo]], [[giant earthworm]], [[giant mole]], [[giant rat]], [[helmet snake]], [[hyena]], [[ice wolf]], [[jackal]], [[king cobra]], [[magma crab]], [[molemarian]], [[monitor lizard]], [[muskox]], [[ocelot]], [[panda]], [[python]], [[rattlesnake]], [[sloth bear]], [[strangler]], [[wolf]], all [[giant animal|giant]] variants of the creatures in this category&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×3||[[alligator]], [[anaconda]], [[blind cave bear]], [[cheetah]], [[draltha]], [[elk bird]], [[fire imp]], [[gila monster]], [[green devourer]], [[grizzly bear]], [[jaguar]], [[leopard]], [[lion]], [[lynx]], [[polar bear]], [[rutherer]], [[saltwater crocodile]], [[sasquatch]], [[tiger]], [[yeti]], all [[giant animal|giant]] variants of the creatures in this category&lt;br /&gt;
|-&lt;br /&gt;
|×4||[[cave crocodile]], [[cave dragon]], [[giant bat]], [[giant cave spider]], [[giant olm]], [[giant cave toad]], [[jabberer]], [[unicorn]], [[voracious cave crawler]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]], [[rhinoceros]], all [[giant animal|giant]] variants of the creatures in this category&lt;br /&gt;
|-&lt;br /&gt;
|×10||[[hydra]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×15||[[dragon]], [[roc]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Plant]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×1||[[hide root]], [[kobold bulb]], [[muck root]], [[prickle berry]], [[rat weed]], [[sliver barb]], [[whip vine]]&amp;lt;br /&amp;gt;all [[tree]]s and plant [[seed]]s&lt;br /&gt;
|-&lt;br /&gt;
|×2||[[blade weed]], [[bloated tuber]], [[cave wheat]], [[chicory]], [[dimple cup]], [[fisher berry]], [[longland grass]], [[pig tail]], [[plump helmet]], [[quarry bush]], [[rope reed]], [[sweet pod]], [[strawberry]]&amp;lt;br /&amp;gt;tuber beer ([[bloated tuber]] drink)&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×3||[[sun berry]]&amp;lt;br /&amp;gt;whip wine ([[whip vine]] drink)&lt;br /&gt;
|-&lt;br /&gt;
|×5||[[valley herb]]&amp;lt;br /&amp;gt;[[quarry bush]] leaf, rock nut oil ([[quarry bush]] oil), rock nut soap ([[quarry bush]] soap), sunshine ([[sun berry]] drink)&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×10||redroot dye ([[hide root]] powder)&lt;br /&gt;
|-&lt;br /&gt;
|×20||cave wheat flour ([[cave wheat]] powder), dimple dye ([[dimple cup]] powder), dwarven sugar ([[sweet pod]] powder), dwarven syrup ([[sweet pod]] extract), emerald dye ([[blade weed]] powder), longland flour ([[longland grass]] powder), sliver dye ([[sliver barb]] powder)&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×25||whip vine flour ([[whip vine]] powder)&lt;br /&gt;
|-&lt;br /&gt;
|×100||gnomeblight ([[kobold bulb]] extract), golden salve ([[valley herb]] extract)&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|Note||Plants are made of various materials - the predominant material (usually STRUCTURAL) is listed for each individual plant, and other materials are listed separately when they differ.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×1||[[Ash]]&lt;br /&gt;
|-&lt;br /&gt;
|×2||[[Amber]], [[Coral]], [[Coal]], [[Glass|Green glass]], [[Lye]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×3||[[Potash]], [[Earthenware]]&lt;br /&gt;
|-&lt;br /&gt;
|×4||[[Pearlash]], [[Stoneware]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|×5||[[Clear glass]]&lt;br /&gt;
|-&lt;br /&gt;
|×10||[[Crystal glass]], [[Porcelain]], [[Salt]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Item quality|quality]] multiplier and bonus.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Multiplier''' || '''Value &amp;lt;br&amp;gt;Bonus''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | +0 ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | +3 || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | +6 ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4/3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | +10 || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | +15|| &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | +30 || &lt;br /&gt;
|-&lt;br /&gt;
| Unique Name || [[Artifact]] || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;20&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | +300 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292579</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292579"/>
		<updated>2023-03-20T02:16:32Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legends|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292578</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292578"/>
		<updated>2023-03-20T02:15:14Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]], as well as a consequence of [[world activities]], often referencing [[Legend|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292576</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292576"/>
		<updated>2023-03-20T01:16:43Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]] as well as a consequence of [[world activities]]. Often referencing [[Legend|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Event}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292575</id>
		<title>Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Art&amp;diff=292575"/>
		<updated>2023-03-20T01:15:50Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to [[Smoothing|smooth]] and [[engraving|engrave]] stone walls, or to [[decoration|decorate]] objects. Art images can also appear on [[coin]]s and [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Main:Boatmurdered|bloodthirsty]] [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in adventurer mode, or if the option is enabled in the [[init.txt]] file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Legends mode==&lt;br /&gt;
Many works of art are created during [[world generation]] as well as a consequence of [[world activities]]. Often referencing [[Legend|historical]] events.&lt;br /&gt;
&lt;br /&gt;
{{Category|Event}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Art]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Names_and_symbols&amp;diff=292574</id>
		<title>Names and symbols</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Names_and_symbols&amp;diff=292574"/>
		<updated>2023-03-20T01:10:31Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
Many things generated by the game, such as [[site]]s, [[artifacts]], [[symbol of office|symbols of office]] and [[citizenship|citizens]] of a [[civilization]], are given individual names by the game. Along with also getting generated names, many [[Army|creature groups]] are also given references to individual symbols, in the form of descriptive text.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Unlike pre-defined content, such as most [[creature]] types, [[Stone|inorganic]] [[material]]s, and standard [[item]]s, much of the content generated by the game is also given a generated name of some form. These are generally chosen from a combination of sources. Depending on context, and the possible combinations, many will be unique within each newly generated world. Some examples of this include the individual names of: [[megabeast]]s and [[forgotten beast]]s, [[Names and symbols#Symbols|group symbols]], [[Legendary artifact|artifacts]], and [[Book|written content]].&lt;br /&gt;
&lt;br /&gt;
Probably the most obvious example is [[Name#Dwarven_first_names|dwarf names]]; although each main [[civilization]] has their own set of criteria for generating their [[Citizenship|citizens']] names.&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
&lt;br /&gt;
One of the features created during [[world generation]], or during [[World_activities|world activity]], that are also given generated names, are group symbols. These are assigned to various categories of individually simulated creatures and civilization [[army|groups]]. These symbols all have descriptions of images, with references taken from a comprehensive selection of concepts, entities, and items. Usually this includes how these subjects are interacting with each other, within the symbol description. &lt;br /&gt;
[[Image:Menu_embark_symbol_v50.07_03.png|600px|thumb|right|A particularly mundane, custom group symbol description.]]&lt;br /&gt;
The references can vary from mundane and pre-determined, such as [[cheese]] and [[cat]]s, to other generated content, such as [[historical figure]]s and [[legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
Every [[fortress]] has a name. If you forget what that name is, in [[Dwarf fortress mode|fortress mode]], the name of your fortress is displayed in the top left corner of the game's [[interface]]. When starting a new fortress, or one is being generated, the game will assign that fortress a semi-random name automatically. These fortress names are often compounds of two dwarven [[Language#Vocabulary|words]]. If you choose to, you may craft a more elaborate fortress name than one chosen by the name generator. You can also can create a custom name for your expedition group, as well as a custom symbol. All of these can be referenced in the game, most commonly in the descriptions of images created as [[decoration]]s, in [[engraving]]s, and described in [[Books|other works]] of [[art]].&lt;br /&gt;
&lt;br /&gt;
=== Custom names ===&lt;br /&gt;
&lt;br /&gt;
Custom names have only a cosmetic effect on gameplay, but they allow a lot of variation and complexity. Most (all?){{verify}} opportunities to choose a custom name are offered when [[embark]]ing (and selecting [[Embark#Prepare Carefully|prepare carefully]]), in the [[fortress mode]] [[interface]] (when choosing a [[symbol of office]]), or after a citizen in a [[strange mood]] crafts an artifact.&lt;br /&gt;
[[Image:Menu_embark_customization-buttons_v50.07.png|300px|thumb|Embark menu custom name/symbol buttons]]&lt;br /&gt;
&lt;br /&gt;
==== Fortress and group ====&lt;br /&gt;
&lt;br /&gt;
When you reach the stage where you are deciding on your founders' [[skill]]s and starting items, select &amp;quot;Fortress Name&amp;quot; or &amp;quot;Group Name&amp;quot;, at the bottom of the screen, to choose your fortress or group name. You will be given a semi-random name automatically.&lt;br /&gt;
&lt;br /&gt;
Fortress and group names have this format: &lt;br /&gt;
&lt;br /&gt;
'''[Front][Rear] the [Adj 1] [Adj 2] [hyphen compound]-[&amp;quot;the&amp;quot; Noun] of [&amp;quot;of&amp;quot; noun]'''&lt;br /&gt;
&lt;br /&gt;
The front compound forms the first half of your fortress's name.  Choose from an [[Language#Vocabulary|extremely long list]] of words. Select clear, to clear a word selection &amp;amp;mdash;your fortress can have '''none''' of these words chosen (i.e. be a blank name) and still be accepted. At the top of the screen, you can search for a word (in English).&lt;br /&gt;
[[Image:Menu_embark_fortress-name_search_v50.07.png|300px|thumb|right|Searching for &amp;quot;war&amp;quot; for a custom fortress name]]&lt;br /&gt;
&lt;br /&gt;
The rear compound forms the second half of your fortress's name, which is combined with no spaces (&amp;quot;Foobar&amp;quot; instead of &amp;quot;Foo Bar&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Language#Adjectives|Adjectives]], at first glance, appear to do nothing, but they give up to two words after your compound word (above), separated by spaces, that are the adjectives to &amp;quot;The&amp;quot; ''X'' or &amp;quot;Of&amp;quot; ''X'' word choice (see below).&lt;br /&gt;
&lt;br /&gt;
The hyphen command adds a third word, joined by a hyphen, to your &amp;quot;The&amp;quot; ''X'' or &amp;quot;Of&amp;quot; ''X'' word:&lt;br /&gt;
&lt;br /&gt;
*Foobar the Great&lt;br /&gt;
*Foobar of Death&lt;br /&gt;
&lt;br /&gt;
With Adjectives and Hyphen compound:&lt;br /&gt;
*Foobar the Great Moral Thraal-Generals&lt;br /&gt;
*Foobar the Goblin-Chunks of Exploding&lt;br /&gt;
&lt;br /&gt;
With no front &amp;amp; rear compounds:&lt;br /&gt;
*The Great Deadly Foobar&lt;br /&gt;
*The Foobar of Foobars&lt;br /&gt;
*Of Foobars&lt;br /&gt;
&lt;br /&gt;
====Artifact and symbol====&lt;br /&gt;
&lt;br /&gt;
Though the chance to select symbol or artifact names occur in different menu screens than for a [[Names_and_symbols#Fortress and group|fortress or group name]], the options and processes involved in doing so, are practically identical when choosing custom artifact or symbol names ([[Names_and_symbols#Symbols|descriptive symbols]] ''or'' [[symbol of office|symbols of office]]).&lt;br /&gt;
&lt;br /&gt;
===Custom symbols===&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_embark_symbol_v50.07_02.png|100px|thumb|right|Custom group symbol options]]&lt;br /&gt;
&lt;br /&gt;
When [[embark]]ing, if you choose to [[Embark#Prepare Carefully|prepare carefully]], you will be given the option to customize your group symbol. The options for doing this are similar to choosing a custom name, but have the capacity to be even more elaborate and long-winded than even custom names allow; giving you choices for representing nearly all named entities in the game and deciding their relationship(s) to each other.&lt;br /&gt;
&lt;br /&gt;
==== Action and relation list ====&lt;br /&gt;
{| class = &amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid #444466; padding:5px 15px;&amp;quot; | &amp;lt;span style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Possible actions or relationships&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | action&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | relation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is admiring Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being flayed&lt;br /&gt;
| X is being flayed by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being mutilated&lt;br /&gt;
| X is being mutilated by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being shot&lt;br /&gt;
| X is shooting Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being tortured&lt;br /&gt;
| X is torturing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is burning&lt;br /&gt;
| X is burning Y&lt;br /&gt;
|-&lt;br /&gt;
| X is contemplating&lt;br /&gt;
| X is contemplating Y&lt;br /&gt;
|-&lt;br /&gt;
| X is cooking&lt;br /&gt;
| X is cooking Y&lt;br /&gt;
|-&lt;br /&gt;
| X is cringing&lt;br /&gt;
|-&lt;br /&gt;
| X is dead&lt;br /&gt;
| X is devouring Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is embracing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is engraving&lt;br /&gt;
| X is engraving Y&lt;br /&gt;
|-&lt;br /&gt;
| X is falling&lt;br /&gt;
| X is fighting with Y&lt;br /&gt;
|-&lt;br /&gt;
| X is in a fetal position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is greeting Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is hanging from Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is hiding Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is impaled on Y&lt;br /&gt;
|-&lt;br /&gt;
| X is laboring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is laughing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is making a plaintive gesture&lt;br /&gt;
| X is massacring Y&lt;br /&gt;
|-&lt;br /&gt;
| X is making a submissive gesture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is melting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is praying&lt;br /&gt;
| X is praying to Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is prostrating itself before Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is raising Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is refusing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is screaming&lt;br /&gt;
| X is speaking with Y&lt;br /&gt;
|-&lt;br /&gt;
| X is smeared out into a spiral&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is striking a menacing pose&lt;br /&gt;
| X is striking down Y&lt;br /&gt;
|-&lt;br /&gt;
| X is striking a triumphant pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is suffering&lt;br /&gt;
| X is surrounded by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is traveling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is unnaturally contorted&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is weeping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is withering away&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks confused&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks dejected&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks offended&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks terrified&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Symbol&amp;quot; is arguably one of the most ambiguous words referenced by the game, having at least three meanings in reference to the interface and functions, and two for distinct in-universe concepts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Name]]&lt;br /&gt;
*[[Symbol]] disambiguation&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Language}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
{{Category|Symbol}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Fortress name]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=292573</id>
		<title>Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=292573"/>
		<updated>2023-03-20T01:07:49Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:57, 21 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:calender_v50_preview.png|thumb|350px|right|The game getting itself ready for how you're gonna eventually lose it.]]The '''dwarven calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the [[status]] screen ({{key|z}}). During game-play in fortress mode, however, the layout of the date is YY-MM-DD. There are 12 months in the dwarven year, divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating - by default, this will be year 100, but worldgen can be set to stop at several distinct years ranging from 5 to 500 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advanced option ''End Year'' in the ''Design New World with Advanced Parameters/Detailed Mode'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
The world follows a seasonal cycle - each season affects the climate, the crops that can be farmed, and the ebb and flow of trade. There are also full moons on certain fixed dates every year, during which [[werebeasts]] will transform into their werebeast form on these days.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| rowspan=2 style=&amp;quot;background: #aaa&amp;quot;  |&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | [[Caravan]]&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Full Moon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Northern Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Southern Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;background: #cfc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Elf|Elven]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 25th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 21st&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 19th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 17th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 15th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot;  | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 13th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|•|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 10th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 10&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''None*''&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 6th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 11&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 4th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 12&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 2nd and 28th &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you have [[modding|modded]] the game to not be at war with the [[goblin]]s or [[kobold]]s, then they will send caravans to you, and you will be able to trade with them, but only if you have also modded them to have pack animals or wagon pullers. If you do, then they will send caravans every season, including winter.&lt;br /&gt;
&lt;br /&gt;
=== Seasonal effect on Farming ===&lt;br /&gt;
{{main|Farming}}&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
=== Seasonal effect on Trading ===&lt;br /&gt;
{{main|Trading}}&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:age_notify_preview.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
[[File:GiantDwarfs.jpg|thumb|A time when Heroes, Mega-beasts and Titans walked the earth]]&lt;br /&gt;
&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
==== Great Powers in Control ====&lt;br /&gt;
&lt;br /&gt;
This course of this period is shaped by the Great Powers; [[historical figure]]s with the [POWER] or [MEGABEAST]/[TITAN] [[creature token]]s. If there are more than 3 powers in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes; if 3 or fewer, then it will progress through the various Ages of Powers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Myth''': The number of living powers and megabeasts is at least 2/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Myth was a time when living gods and mighty beasts still held sway.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Legends''': The number of living powers and megabeasts is at least 1/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Legends was a time when the powers of the world were fading.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Heroes''': The number of living powers and megabeasts is greater than three.&lt;br /&gt;
:''&amp;quot;The Age of Heroes was a time when the last of the powers fought their final battles.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to &amp;quot;regress&amp;quot; back to Heroes, Legends, or, in slightly extreme cases, even Myth, sometimes multiple times.&lt;br /&gt;
&lt;br /&gt;
If a world starts with 3 powers and manages to progress beyond that, it will proceed to the Age of Myth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Three Powers''': Exactly three powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of Two (Race)s''' or '''The Age of (Race) and (Race)''': Exactly two powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Two Dragons was a time when the dragon Flarrgh and the dragon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of (Name/Species)''': Exactly one power is alive in the world. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of the Hydra was a time when the hydra Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== No Great Powers ====&lt;br /&gt;
Once the Great Powers have fallen, the status of mortal civs will determine the Age. The ages will proceed as follows.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of (Race)''' or '''The (Racial) Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], and the majority are of one race. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of Dwarves was a time when dwarves ruled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Golden Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but there is no single majority.&lt;br /&gt;
:''&amp;quot;The Golden Age was a time when various civilized races peopled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Twilight Age''': Between 50% and 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]].&lt;br /&gt;
:''&amp;quot;The Twilight Age was a time when fantastic creatures no longer lived in great numbers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Fairy Tales''': Over 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but some non-mundane ones still remain. &lt;br /&gt;
:''&amp;quot;The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Toady One's quote from 2008 devlog: ''&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Civilization''': All civilized creatures are mundane, and all semi-megabeasts have been vanquished.&lt;br /&gt;
:''&amp;quot;The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Death''': All civilized creatures are dead, and the world has passed through at least one Age of Twilight, Age of Fairy Tales, Age of (Race), Golden Age, or Age of Civilization.&lt;br /&gt;
:''&amp;quot;The Age of Death was a time after civilization had crumbled completely.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Emptiness''': All civilized creatures are dead, but the world never progressed beyond the Ages of Myth, Legends, Heroes, or Powers (i.e. all civilized creatures were wiped out before all powers).&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when no civilized peoples existed in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when only simple creatures inhabited the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A world that ends generation in the Age of Death or Emptiness will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Within the [[string dump]], beneath these ages, are the following three lines:&lt;br /&gt;
&lt;br /&gt;
* Unknown Age&lt;br /&gt;
* Monster&lt;br /&gt;
* Rampage&lt;br /&gt;
&lt;br /&gt;
It is unclear what these are used for.&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather, and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|Legends mode}}&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=292572</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=292572"/>
		<updated>2023-03-20T01:04:31Z</updated>

		<summary type="html">&lt;p&gt;Alpacalypse: +categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civ may become occupied by invaders from the other. Both civs have thus laid claim to the occupied sites: the first one by 'being there first', the second one by 'might makes right'. The conflict may be resolved by an [[insurrection]], if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s. The easiest way is to found a site yourself before claiming it.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites, because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Alpacalypse</name></author>
	</entry>
</feed>